2022 Plans Teased in Automobilista 2 December Dev Update

Automobilista 2 2022 Roadmap 01.jpg
Reiza Studios has released the December, 2021 development roadmap for Automobilista 2, which details updates for January and beyond.

Reiza's last development update of 2021 was a significant one. The team behind Automobilista 2 confirmed that some pending content is going to be delayed, explained why the release of some overdue content isn't imminent, and summarized their plans for the title through 2022.

For those who bought the Racin' USA DLC part 2 expecting to have Road America added before now, you'll have another month to wait, as Reiza plans to complete the DLC pack in the January end-of-month update. Likewise, those who have been hoping to drive vintage layouts of Nurburgring and Spa will need to wait a bit longer, as the tracks are now expected in the first quarter of 2022.

Reiza explained the delays in releasing content players were expecting as a "distinction between plans and commitments".

Owners of AMS2 can soon look forward to driving more Formula 1-inspired cars, as the title will soon receive the Formula Retro Gen 3, modeled after the 1983 F1 cars, will be released soon.

Automobilista 2 2022 Roadmap 02.jpg


As far as the broader plans for the development of Automobilista 2 in 2022, Reiza noted "New cars from premium brands filling up existing classes as well as well as branching out to new ones, new tracks, historical tracks, further AI development, more multiplayer features, Steam achievements, full course yellows, oval racing, dirt racing and maybe the beginning of what should be a very elaborate career mode".

So, it would seem that big things are coming to AMS2 this calendar year, but a bit more patience will be required for now.

Is there anything mentioned in the dev update that you're looking forward to? Let us know in the comments.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

All this new content but still no fixes to car handling and steering in particular, shouldn't be surprised as Reiza just listen to the fanboys and tell those with legitimate concerns to essentially "**** off" or "learn to drive". I come back to try it every couple months and it still handles like pCars, oh well.
lol wut? have you even played since 1.2? its going to feel like madness engine but the issues that project cars had are gone. it feels great and way more "alive" than any other sim except maybe rf2, which it is on par with imo and if you count the graphics, ai racing, and ui it comes out on top.
 
Sometime in 2024 this game is gonna be lit....
Nothing to be ashamed of considering the time.of development of rfactor2, raceroom, iracing. I think, as simracers, with the experience we all have, that we have to accept that developping ambitious sims, in terms of content and features, takes several years and need the community feedback.

Raceroom, rfactor2, iracing, ACC, have been receiving updates for how many years? ACC grew up fastly thanks to its narrower scope (not a critic, it was a good decision imo) but it took a lot of time just for one category, and a second one later, and there's still room for improvement, although it must be close to its final state.

If we accept that sim racing titles' cycle of life is long and twisted, we'll be able yo focus on critical aspects to help improving the titles we like, to shorten their development at the end.

If AMS2 is a complete finished and polished product in 2024, including the dlcs we paid for, well, good job Reiza. Wirh that I assume Reiza will have a perfect base, mastering the madness engine, to sell new tracks and cars, which I think would.be the best thing which could happen.
 
Sometime in 2024 this game is gonna be lit....
Gaming industry hasn't done itself any favor by hunting down the v1.0 release hype train, making people expect that release candidates are what they were 20 years ago.

A v1 game these days is pretty much still in Eary Access.
It's mainly bugfree, but far from feature complete.
If i for example fire up Payday 2 nowadays, this is a completely different game from the one i played on release day.

I doubt it will take Reiza until 2024 to get to where even the biggest critics have to admit that it is a nice title, but ja, lots of work to do in 2022.

About career mode:
All you need are linked custom championships and the outcome of one deciding how strong your team in the next championship will be and if you stay in the same series, or are promoted for advancing if you so desire.
Absolutely not into this social media thing or team chefs sending me emails...

What i'd really crave for would be what we see in the F1 games - immerse us a little bit more into the surroundings - a grid full of mechanics before the warmup lap, a race engineer talking to us, safety car, ...
But please, without the animations that you already get bored of just 3 races into your career :)
 
When did you actually play the game last? I ask because:

1. The juddering GTEs in multiplayer was fixed a few patches ago.
2.The GTEs were balanced by a recent patch so the M8 should no longer dominate unless at very high altitude.
3.The BMW 2002 actually got broken in the same patch, and now has awful tyres with insufficient grip.
Sorry listen It the 2002 was my favourite car in Ams2. The game still needs to improve rolling start is a chaos, Mercedes 190 Dtm is faster than m3, etc etc so thats why need to be fixed and not adding more content before it. They could have a great community helping releasing the game and fixing all this issues and bugs but cannot understand why they don't get more people working in the Game, well we need some patience i supposed but competence is hard
 
Gaming industry hasn't done itself any favor by hunting down the v1.0 release hype train, making people expect that release candidates are what they were 20 years ago.

A v1 game these days is pretty much still in Eary Access.
It's mainly bugfree, but far from feature complete.
If i for example fire up Payday 2 nowadays, this is a completely different game from the one i played on release day.

I doubt it will take Reiza until 2024 to get to where even the biggest critics have to admit that it is a nice title, but ja, lots of work to do in 2022.

About career mode:
All you need are linked custom championships and the outcome of one deciding how strong your team in the next championship will be and if you stay in the same series, or are promoted for advancing if you so desire.
Absolutely not into this social media thing or team chefs sending me emails...

What i'd really crave for would be what we see in the F1 games - immerse us a little bit more into the surroundings - a grid full of mechanics before the warmup lap, a race engineer talking to us, safety car, ...
But please, without the animations that you already get bored of just 3 races into your career :)
Well take a look at Pcars2 still full of bugs and issues but they released a Pcars3, great gimme gimme your money, everyday there are more serious simracers buying expensive wheels to feel more but they treat us like child or idiots, i hope this industry learn we want serious and real racing games and we don't need sh*ts like Pcars3, Grid 2019 or Dirt5, just take a look at ACC with 3000 daily users online and Pcars3 wth 125, Will they learn on day?
 
Well take a look at Pcars2 still full of bugs and issues but they released a Pcars3, great gimme gimme your money, everyday there are more serious simracers buying expensive wheels to feel more but they treat us like child or idiots, i hope this industry learn we want serious and real racing games and we don't need sh*ts like Pcars3, Grid 2019 or Dirt5, just take a look at ACC with 3000 daily users online and Pcars3 wth 125, Will they learn on day?
Thing is the stuff like Forza Horizons Shits on 3000 daily users so that's the sort of racing game the "industry" wants. I mean if you go by daily users I believe ETS2 has 30-40,000 daily users!
 
Well take a look at Pcars2 still full of bugs and issues but they released a Pcars3, great gimme gimme your money, everyday there are more serious simracers buying expensive wheels to feel more but they treat us like child or idiots, i hope this industry learn we want serious and real racing games and we don't need sh*ts like Pcars3, Grid 2019 or Dirt5, just take a look at ACC with 3000 daily users online and Pcars3 wth 125, Will they learn on day?
Unfortunately that's the point, pcars3 for sure hasn't been made to be a game with 10 years followkng by players, less time in development, using an engine probably already made profitable with the 2 first games, no need to make huge sells.
And at the time of pcars3 development, the negociations to sell SMS for sure were in the pipes. So who cared about pcars3?

ACC is a really different thing. Kunos had to sort the things right to survive. And it was hard at the beginning, it took months to convince the community. And despite the disappointment, the community supported the company. If it wasn't about GT3, would that have happened?

Grid, dirt5, are arcade titles that fill a need, other types of virtual racers don't want to play serious simulators, and, considering the success of arcade titles, they are more numerous than the serious simracers (and they don't spent a lot of money ln equipment.
On the contrary, I think this type of title can attract more people to
racing and maybe later to simracing.

Pcars2, I agree, is THE example of ambition and missed opportunities. Investing a bit more on polishing the title, especially knowing that pcars3 wasn't as ambitious, would have made the title living a lot more time and a favorite sim for many simracers for many years, with DLCs opportunities. It still could be done but not sure CM and EA understand that logic.

Anyway, there's a place for arcade titles, and serious sims need the community to evolve, and some of us have to take a risk when buying a title at its launch or wait for years. We've been knowing that from years, that's why developpers have to build a strong link with the community, respect their users, and do their best to keep being in the game. Or find a cash cow IP to grab lots of money (F1 games, Nascar games), which is a difficult task in the simracing genre for small developpers.

The issue in this community is the constant bashing of any games or developpers who try to the things right. Reiza has shown in the past what they are capable of with AMS1. AMS1 did not took one year to be amazing. Previously we got Stock Car Extreme in 2013, after AMS1 in 2016 and it was finished few years later. And it is a reference in the simracing genre. One of the most highly praised titles ever. Why people think Reiza don't know how a car should behave? They've done it before, they'll do it. Let's give them the time. I remember hiw disappointed I was with Raceroom at launched, I was expecting at least Race07's level of physics and FFB. Well it was a huge step back, although it was the developper and an ISI based engine. It took time for simbin to raise the bar and they did it. Be patient, keep on giving constructive feedback to Reiza, the developpers will deliver the product we are expecting from them. They've done things we were not expecting before, from out of nowhere with an old engine, their background makes them trustable.

Positiveness is the only way to achieve goals.
 
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Gaming industry hasn't done itself any favor by hunting down the v1.0 release hype train, making people expect that release candidates are what they were 20 years ago.

A v1 game these days is pretty much still in Eary Access.
It's mainly bugfree, but far from feature complete.
If i for example fire up Payday 2 nowadays, this is a completely different game from the one i played on release day.

I doubt it will take Reiza until 2024 to get to where even the biggest critics have to admit that it is a nice title, but ja, lots of work to do in 2022.

About career mode:
All you need are linked custom championships and the outcome of one deciding how strong your team in the next championship will be and if you stay in the same series, or are promoted for advancing if you so desire.
Absolutely not into this social media thing or team chefs sending me emails...

What i'd really crave for would be what we see in the F1 games - immerse us a little bit more into the surroundings - a grid full of mechanics before the warmup lap, a race engineer talking to us, safety car, ...
But please, without the animations that you already get bored of just 3 races into your career :)
Yes indeed, the few elements you mentionned are key for immersion. And the right system of points for each series would be amazing, maybe not that easy to implement with all these different ones.

There's one feature I've seen only one time, and it wasn't a proper sim, the engineer helping to setup the car during practice. In Total Immersion Racing, an engineer constantly was adjuqting the car lap after lap (no need to go to the garage, no need to adjuqt qometing yourself). It was a really interesting feature, maybe too complex to do with more advanced physics (pcars2 has a similar feature with the possibilty of asking advice but you have to know what to ask and it's in the garage). Maybe one day, with general AI improvements, in the near future, it will be possible.
 
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Good post @roadyroad - makes me think this: all sim titles are 'Community Assisted Racing Simulators ' now.

Only with ongoing financial support (via DLC or other opportunities, like eSports tie-ins) and constructive feedback is the ongoing development required to produce a title that meets all of our request and requirements possible.

As mentioned above, Forza has a huge player base and no doubt GT7 will do too - instead of competing for that share, the opportunity out there is to appeal to the niche that is us... if only we were so simple as to want the same things from our games!
 
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Yep, nothing wrong if a '92 190 is quite a bit faster than the E30. The models I made turned out like that, even with tire grip at similar levels between the cars. The 190 is much easier to drive as well. There is no way to make them as fast as eachother without doing some trickery.
 
Well to be fair to Reiza, the 190 WAS FASTER than the M3, at least in their final season.
There's this fantasy among sim racers that mixed manufacturer series in the past were all highly competitive and every car was equal. So when one car is a second faster on some tracks, they cry for BoP fixes. In reality, a lot of series were completely lop-sided in favour of one manufacturer. Good luck winning a 70s GT race with anything but a Porsche.
 
Would love to see some good ol Sprint car action on a round track. apart from Iracing no one has done one worth calling a sim. lets see ya AMS2 do something out the box, we know it will sell well.
 
Mate the M8 is not that crazily faster than other cars since the last couple of updates...
The replay for GTEs is working fine, some other classes still have some issues instead.
The cars trembling issue is related to the suspensions geometry being used in the predictive trajectory model used in MP replay/spectating for AI and other players.
For sake of clarity it has nothing to do with actual simulated physics but It's not a simple thing to fix and will require adjustments on a per class basis.
Reiza knows and has made improvements as it was possible (in facts in the GTEs it's almost non existent now), now there needs to be deeper work to have things straightened for all classes across the board

Yep, nothing wrong if a '92 190 is quite a bit faster than the E30. The models I made turned out like that, even with tire grip at similar levels between the cars. The 190 is much easier to drive as well. There is no way to make them as fast as eachother without doing some trickery.
It doesn´t help if you launch a league and you see 24 driver and 23 with 190, if you tell drivers a car is faster than other why get the slower?, so it doesn´t help to build leagues
 
It doesn´t help if you launch a league and you see 24 driver and 23 with 190, if you tell drivers a car is faster than other why get the slower?, so it doesn´t help to build leagues
The likely solution would be some kind of BoP function in the sim itself for game purposes. Perhaps a load ballast or some restrictor.

As a simulation though, it's how it should be IMO. The cars at their peak were not balanced, so it shouldn't be innately forced. There is value to driving the weaker car and overcoming the opposition in it, for example.
 
The likely solution would be some kind of BoP function in the sim itself for game purposes. Perhaps a load ballast or some restrictor.

As a simulation though, it's how it should be IMO. The cars at their peak were not balanced, so it shouldn't be innately forced. There is value to driving the weaker car and overcoming the opposition in it, for example.
I'm sure Reiza knows about it. At some point they will probably come up with some form of BOP for leagues purposes
 
It doesn´t help if you launch a league and you see 24 driver and 23 with 190, if you tell drivers a car is faster than other why get the slower?, so it doesn´t help to build leagues
There are many ways of managing that. One of them is actually keeping the number of 190s limited, and/or just giving them to the slower drivers.

But making a fantasy car out of it just to appease people who want to win a race on the internet is fundamentally anti-simulation.
 
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What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


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