Automobilista 2 | Physics Updates and New Content in v1.3

Automobilista 2 November 2021 Update 01.jpg
A significant physics update for Automobilista 2 is coming this month, along with plenty of new content.

Reiza Studios has shared the second batch of news concerning what is coming to Automobilista 2 this month via a post on their official forums. Much of the post centred around their improvements to the driving physics and force feedback. Version 1.3 will allow Reiza to create much more elaborate and authentic driveline physics for the cars in the game. There is also going to be a new default FFB profile that is selectable from the settings menu. A bug found by Reiza has delayed the release of the update, but it is still expected to be public before the end of the month.

Content was another focus of the post, and the highlight of the upcoming content is part 2 of the Racin' USA DLC. Part 1 included GTE cars plus three American tracks, and part 2 will follow a similar format. Three distinct years of Indycar/Champcar will be added to the title as part of the Formula USA car class, plus three tracks. Cleveland and Watkins Glen are the first two confirmed tracks, and there is a third that Reiza is unable to share quite yet due to licensing.

The two Volkswagen cars that are currently available as part of a demo version of AMS2 will also be added to the main game this month.

Finally, another significant bit of news is that Reiza is rolling out the first iteration of a multiplayer ranking system. Players will begin to earn ratings that will help group them more evenly for online racing.

Hit the spoiler button below to read part 2 of the Automobilista 2 November Development Update (source).

Part 2 of our November Development Update has finally arrived with some fresh good news for Automobilista 2 in our final development sprint of 2021!

And what a run of weeks it has been so far - not only have we managed to hit some of the important developments we had planned for the month, we also managed to find and are in process of resolving some other significant issues along the way - in fact our plan had been to publish this article already with our first big game update of November, however spotting a rather sizeable physics issue just a few hours before the update was meant to be deployed has forced us back to the drawing board for a few more days - the new Automobilista V1.3 update is expected to arrive towards the end of this week.

On the plus side, V1.3 will now pack even further value to what is already a landmark update for AMS2 - so let´s get into some of what we have been working on these past few weeks!

AMS2 Demo With VW TSI Cup by Acelerados Now Available

Our collaboration with Volkswagen Brasil and the Acelerados Channel has come to fruition this past week with the release of the AMS2 Demo featuring the new VW TSI Cup, bringing the VW Polo & Virtus production cars to AMS2 - more details on this release here.

The delay on our new game update unfortunately has meant the addition of these cars to the main game have also been slightly held back - do look forward to their arrival later this week however with the release of V1.3!

The Big Physics Overhaul of AMS2 V1.3

As touched upon in Pt1 of the November Dev Update, physics & FFB are receiving a pretty substantial overhaul this month similarly to what happened earlier in the year in the V1.2 dev cycle, maximizing further knowledge of the Madness tire & driveline models we have gathered in recent months.

Beginning with the latest finding - the issue spotted just this weekend forcing the delay of the update is nothing more than a simple syntax error that resulted in some of the tire models in AMS2 using components that didn´t belong to them. This error - the type you hope not to spot years into the development of the sim - is nevertheless the type of thing that can happen when you are working on someone else´s technology, and part of a learning curve that sometimes can stretch longer than one would have preferred. The silver lining here of course is that spotting and correcting this error will lead to even further progress to what was already proving a very extensive revision of all tire models in AMS2, which combined with the driveline developments have already led to all cars driving substantially better than the current release to one degree or another.

On to the driveline developments: as with tires, we have been constantly learning more details about the complex driveline system in the Madness Engine - a physical model based on masses, friction coefficients, stiffnesses and pairings, which if not configured correctly for each car can easily result in various handling issues.

The first major development here is fine tuning clutch LSD disc friction coefficients to eliminate the infamous "sticky" behavior of the differential on some cars, which could lead to the car balance suddenly changing mid-corner; the differential operation is much smoother now, remaining closed when it should, and opening immediately and yet gradually based on your effective locking amount from preload, ramp angles and amount of clutches.

The second important improvement was made to the clutch engagement formula itself - thus far, preload setting in LSD diffs had far too much importance and ramp angles relatively very little. Reason for this laid in a bug in the underlying mathematical formula combining forces from these two setup factors. With that legacy bug corrected, it´s been possible and in fact necessary to update all default differential setups to more sensible ones.

One neat example is the Caterham clutch LSD that could now get inspiration from a real-life Titan LSD designed for Caterhams: a 30/90 ramp configuration with preload adjusted for each driver's needs. This maintains the Caterham's trademark throttle steer character, while users will remain able to fine tune preload to suit their lift-off behavior tastes.

Furthermore on the driveline topic, we have been literally "flexing the muscles" of the engine by introducing driveline elasticity - with multiple moving parts between the engine and driven wheels (each with its own finite stiffness) the forces applied on these parts can be immense, as gearboxes multiply engine torque - one can often hear these dynamics at play on real onboard videos as engine noise and transmission whine oscillating as the whole driveline acts like a giant spring under changing loads.

We have revised stiffnesses and driveshaft weights in multiple classes, and in multiple points in their drivelines. This creates an immersive and organic effect that fully depends on what is going on in the physical simulation. If you stomp on the throttle in 1st gear, you will hear revs jump up as the driveline tenses up. Lift suddenly, and the driveline releases its tension audibly. Driving over bumps the engine and transmission noises will oscillate smoother than before as the connection between tires, gearbox and engine isn’t as direct.

This isn’t purely for immersion purposes either, as a slight delay in response between driven wheels and engine can have subtle effects on handling - it means for example that tire slip and engine RPM aren’t the only buffers for sudden forces, which can also dampen some sharp jolts in bumpy braking zones.

In the video below comparing a lap with the Mercedes AMG GT3 around Nürburgring in V1.2.5.1 (left) vs the current AMS2 Beta (right) overlayed with wheel speed telemetry, you can see and hear the subtle but noticeable results of the developments described above:


All of these substantial physics developments along with some adjustments in setup options have also led to a big revision of default setups on all cars - so further good news is default setups being as reasonably well adjusted as they can possibly be as universal baselines for all tracks and controller types.

It does also mean however it will be critical to reset all your setups one more time upon deployment of the next update - failure to do could result in some very odd setups that will most definitely spoil the cars´ handling.

A small price to pay hopefully for what is all around a really big step in the AMS2 driving experience - while physics development remains always an ongoing process for anyone serious about simulation, in V1.3 the physics will have reached a level of maturity that we are confident represents our very best work in this area to date.

Force Feedback Developments in AMS2 V1.3

AMS2 V1.3 will also introduce developments in the game Force Feedback, with the addition of a new "Default+" profile, parallel to the existing "Default".

FFB can be a somewhat subjective matter - while generally steering FFB in-game should resemble certain traits from real world vehicles - self-centering steering wheel, resistance buildup with more steering angle & ramp up of forces with tire load - in race sims that is somewhat restrictive and often leaves us missing the actual feedback we get in our bodies on a real car through its lateral and longitudinal acceleration. Through FFB one hopes to convey some of that mixed in with the usual steering forces, and the way to do that is where things get subjective.

With the new "Default+" profile we have what we believe to be a good compromise, adding further useful information to what you get on the Default profile.

Aside from additional info provided in Default+ , we also did a lot of work on damping, which is inherent to any steering system and something we strongly advise to be used to some degree as it now doesn´t take anything away from the feedback, instead works in sync with the vehicle you drive - it depends not just on steering velocity, but vehicle velocity, lateral acceleration, tires slip, oversteer. All of that is taken into account on damping, so it is usable and helpful instead of simply providing viscous-like resistance to wheel turning.

While the Default+ is, given FFB´s subjectvity to taste the usage of custom FFB profiles will remain an option, with some interesting and popular work being developed by Karsten Hvidberg and company you may also want to check out.

We had in fact planned to add one of these profiles as a third default option in the game, however we found out that the memory load from FFB system is raised considerably by its presence if there is another profile present in the "custom" slot, leading to glitches.

We do encourage our users who may still be looking for something beyond what our default profiles are offering to give these a try checking out the Automobilista 2 Custom Force Feedback - Overview & Recommendations thread.

AI Development in AMS2 V1.3

AMS2 V1.3 will bring yet another big step for the AI, with an extensive calibration pass to not only match recent player physics development, but also solving several track and car specific performance discrepancies from the current release.

Driver personalities have been extended with some initial parameters defining an AI driver´s ability in managing tire wear, racing in wet weather & cooperating with blue flags.

Furthermore, V1.3 will introduce the option to mod AI driver names, livery assignments & personalities - you can read more about this new feature on this topic moved from the beta subforum for those looking to get an early understanding of how to go about it.

Multiplayer Rating System Hitting Public Beta in V1.3

Last but not least in our big list of V1.3 features is the introduction of the driver profile page alongside the long-awaited Multiplayer Rating System - albeit in Beta stage in this initial release.

The system is heavily based on the legacy system featured in Project Cars 2 with several adjustments - more details about it to be shared in a dedicated thread shortly before release.

We are also working with third party Multiplayer services to best integrate our system with theirs, which should hopefully see the arrival or organized scheduled races in AMS2 in the not-so distant future.

Furthermore, we have also been collecting some valuable feedback from the community for further Multiplayer development, some of which we are pushing to deliver as we progress through the public beta of the MRS - not everything will arrive in a matter of weeks, but we do hope to be fulfilling at least some common requests in the near future.

Racin´ USA Pt2 Arriving Soon!

As previously announced, the second part of the Racin´ USA Expansion Pack is due to be released shortly after V1.3 and before the end of this month.

This time, we will explore what many consider to be the golden years of American single seater racing, as Racin´ USA Pt2 will feature a number of Reynards, Swifts and Lola Indycars & Champ Cars from the 1990s, along with three iconic road courses.

The cars will make up what we will call the "Formula USA" class in the game, in three generations - Gen1 will feature models from the 1995 Indycar season (the last before the series infamously split), Gen2 will have models from the 1998 season when Alex Zanardi reigned supreme, with Gen3 featuring models from 2000 - the performance peak of the Champcar era, enabling historical feats such as Gil de Ferran´s closed course record average speed.

The 3 tracks to feature in the pack will be Watkins Glen (which even though was not raced by these cars during the 1990s, is still one the greatest road courses in the USA fully warranting its place on the pack); the unique Cleveland temporary road course, set on the Burke Lake Front Airport with a fast, flowing and very bumpy layout serving as stage for some memorable wheel-to-wheel battles; and the third one remaining under wraps for a few more days as we finalize some licensing requirements.

Racin´ USA Pt2 itself will be a slightly staggered release - the Gen2 cars along with Cleveland & Watkins Glen will be released at the end of this month, with the remaining models and the third track arriving just before our Christmas wrap-up; there will be further additions to this pack later on in 2022, as the arrival of Racin´ USA Pt3 will introduce oval tracks to Automobilista 2, which will see all Formula USA models in Pt2 receiving their oval spec variants.

While Pt3 of Racin´ USA will take a bit longer than originally planned into 2022, the delay will see more tracks being added to the package than originally planned - at no extra expense for those who already bought the full Racin´ USA Expansion Pack!

Price for Racin´ USA Pt2 will be the same as Pt1 in your local currency.

New Manufacturers Joining the Party!

We are happy to confirm we´re in the final stages of licensing arrangements with Nissan, which should see several models from the brand coming to Automobilista 2 if not already on v1.3, very soon after.

There are at least two more major manufacturer deals we are looking to wrap before the end of the year, all of which leading to various existing classes in the game being expanded with new competitors over the course of 2022 - watch this space!

This covers the main topics we had to bring you on this Dev Update, even if not quite all we have in store for the remainder of the year - we will cover these remaining goodies in our final Dev Update of the year early on December, by which time you will all hopefully already be enjoying AMS2 V1.3 & Racin´ USA Pt2!

Are you excited for this update? Let us know your thoughts in the comments below.

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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

Sorry but for sure not buying any new DLC, i bought Racing Usa pt.1 and they never fix those horrible shake on GTE replays, or the higher grip on M8, faster than the others GTE, and 911 is a turtle. And don't wanna talk about TC or ABS, love this Game but maybe they fix old DLC before they release a new one.
Still the jewel is the 2002, funny, fast and with an impressive ffb, i hope they put the same love and force to the next update
 
AC was a turd for years before it became what it is now. The tire model for the first 2 years was jeckyl and hyde (and the tire model not nearly as complex as RF2 or AMS2)
I'd just like to remind everyone that how many features your sim has or how complex the modeling is doesn't matter nearly as much as how correctly the features work and how accurate models it can produce in practice when it comes to simulation.

It'd be great if the rF2 or AMS2 tire model's accuracy would be proportional to their complexity, but it's not that clear cut in practice. I can't comment on SETA directly (Although I suspect it's much the same due to its nature) but rF2's is basically unusable for any kind of work where you care about accuracy and hence anyone I've ever heard of who uses rF2 seriously runs it in test mode and just uses the rF1 tire model implementation, with its own set of issues but nonetheless is more usable.

Perhaps that kind of more physical based modeling is the way forward but currently it's just not very wise to pretend that the actual results they produce are better than for example AC(C)'s supposedly "simple" tire model.
 
In facts with other sims like AC there is not even the hope anymore since it's long abandoned by their developers as is with its flaws... :D
First of all, I like AMS2 and appreciate all the effort that they put on it.. They deserve respect and support. I will surely support by buying the US pack 2 to complete the part 1. But sometime SOME ( not all) AMS2 fans are too hocked that they often say something questionable. Imho due to they being over emotional, i think it's better that AMS2 fans don't talk about any other sim but just focus on playing and improving AMS2. Like a recent article say most AMS2 guys spend more time praising it than playing it. So if you dont play your favorite sim enough, why would you have an accurate opinion on the other sim that you don't play at all or play time on time .

All of the remaining sim on the market survived for many years because they all have the "x factor" that make them unique. AMS2 is still searching it's "xfactor" other than being a VR testing platform. So NO AMs2 is not the ultimate mega unique st graal sim..."not yet" if we are are highly optimistic....For the moment it's in the survival phase like the other sim at their beginning. Nothing is sure yet.


AC and AMS2 are not even in the same league. AMS2 is a sim that is still trying to find its place and generally seems struggling . AC is in another level as it's not only a sim, it's now a sim ecosystem. 2 years after release AC was already very well placed in term of popularity and technical quality so it has nothing to do with it being here for many years, it's related to the nature of the sim itself. And there is something that many people have some difficulty to accept. Ac has a strange specificity, whatever weakness AC has , lot of people can live with it and enjoy it. Only AC has that. That's why the amount of players is still increasing.

To answer the quoted post. In 2021 AC= AC+CM+SOL+CSP that's the new standard that has been istalled over the time ....With the dedicated modding community AC contents are on par and often are better than AMS2 (VRS,RSS,URD,some official mods ,etc) , graphic is on par with AMS2 with CSP, i even prefer the AC rain graphic especially the windscreen animations. Assetto modders are more innovative than you think...most of the AMS2 features that are considered as modern features are available in AC as mod...

Thus it's starting to get "serious" AMS2 is struggling to get players. Even this month it has lost bunch of them. There is a big probability that the potential AMS2 players went to AC. If AC get a physic and AI update via modding , you can be sure that AMS2 will suffer a lot whatever new content they will add. It's better to make AC your friend than your enemy.
 
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Just a little spoiler....I think the GT3 crowd are going to be real happy with the changes to the driveline.
Overall a great driving experience all round and I haven't even tried the very attest yet.
 
If AC get a physic and AI update via modding
Still a bit shocking how many people aren't aware of extended physics via CSP. The physics updates have been going on for a few years now and they'll still keep continuing. Many of the aspects of the tire model have been re-written to be more correct and sophisticated and there's a bunch of aero, suspension and electronics features, and some misc. stuff like support for Viscous differentials or .lut entries for setup options.

Although it's mostly all parametrized and it's more or less at the level of a professional sim right now so I suppose due to being definitely *not* plug and play, most modders don't end up using it and nobody hears about it. I'm not surprised if there's less than ten people who end up using the soon?-to-be-added definable rigid-body suspension system, and I'm one of those. :rolleyes:

I suppose it's not exactly advertised but it's absurd that people think physics updates for AC have stopped; even if it is modders doing it.
 
Not even hope anymore? Haven't you been following the CSP development?

While I admit the engine and visual side of CSP is a bit chaotic as these kinds of things tend to be, the physics development is being pushed much further than devs of game products even care to or are able to go. AC is literally the absolute worst example you could bring up.
Heard it, used it and it's miles away from any good developer content both for physics and graphics. No thanks.
 
First of all, I like AMS2 and appreciate all the effort that they put on it.. They deserve respect and support. I will surely support by buying the US pack 2 to complete the part 1. But sometime SOME ( not all) AMS2 fans are too hocked that they often say something questionable. Imho due to they being over emotional, i think it's better that AMS2 fans don't talk about any other sim but just focus on playing and improving AMS2. Like a recent article say most AMS2 guys spend more time praising it than playing it. So if you dont play your favorite sim enough, why would you have an accurate opinion on the other sim that you don't play at all or play time on time .

All of the remaining sim on the market survived for many years because they all have the "x factor" that make them unique. AMS2 is still searching it's "xfactor" other than being a VR testing platform. So NO AMs2 is not the ultimate mega unique st graal sim..."not yet" if we are are highly optimistic....For the moment it's in the survival phase like the other sim at their beginning. Nothing is sure yet.


AC and AMS2 are not even in the same league. AMS2 is a sim that is still trying to find its place and generally seems struggling . AC is in another level as it's not only a sim, it's now a sim ecosystem. 2 years after release AC was already very well placed in term of popularity and technical quality so it has nothing to do with it being here for many years, it's related to the nature of the sim itself. And there is something that many people have some difficulty to accept. Ac has a strange specificity, whatever weakness AC has , lot of people can live with it and enjoy it. Only AC has that. That's why the amount of players is still increasing.

To answer the quoted post. In 2021 AC= AC+CM+SOL+CSP that's the new standard that has been istalled over the time ....With the dedicated modding community AC contents are on par and often are better than AMS2 (VRS,RSS,URD,some official mods ,etc) , graphic is on par with AMS2 with CSP, i even prefer the AC rain graphic especially the windscreen animations. Assetto modders are more innovative than you think...most of the AMS2 features that are considered as modern features are available in AC as mod...

Thus it's starting to get "serious" AMS2 is struggling to get players. Even this month it has lost bunch of them. There is a big probability that the potential AMS2 players went to AC. If AC get a physic and AI update via modding , you can be sure that AMS2 will suffer a lot whatever new content they will add. It's better to make AC your friend than your enemy.
I've got several hundreds hours in AMS2 (sailing towards 1000), so I play most and occasionally I leave a post here. I really have no time to go commenting on other sims I use more sporadically, as opposed to certain commentators that appear to spend most of their time trying to preach how perfect AC is in the posts related to AMS2. My reply to the other gentleman is just relating to this: he is 100% here in every post on AMS2 repeating always the same thing.
If CSP and so on is so the highest standard of everything and the benchmark of the mother of all sims then there should not be any need to patrol the posts of those sims for plebs every month. :D
Instead month in and month out certain guys keep coming here to repeat the same thing no matter what...
You guys should enjoy your sims more instead of caring so much about bashing the others, it's more productive ;)
In other words, it's not the so called "AMS2 fans talking about other sims" like you said, but it's more AC fans who seem to feel compelled to come here talking tr..h about AMS2 every month... How about that?
 
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Heard it, used it and it's miles away from any good developer content both for physics and graphics. No thanks.
Content? CSP doesn't add any content that inherently uses the physics features. Nor does it automatically integrate it into any existing content because it mostly all needs to be parametrized, so you kind of can't do that.

If you mean that you used some specific car that uses the CSP physics features and you believe the implementation is much worse than content in other sims, why is that? What car was it exactly?
 
Still a bit shocking how many people aren't aware of extended physics via CSP. The physics updates have been going on for a few years now and they'll still keep continuing. Many of the aspects of the tire model have been re-written to be more correct and sophisticated and there's a bunch of aero, suspension and electronics features, and some misc. stuff like support for Viscous differentials or .lut entries for setup options.

Although it's mostly all parametrized and it's more or less at the level of a professional sim right now so I suppose due to being definitely *not* plug and play, most modders don't end up using it and nobody hears about it. I'm not surprised if there's less than ten people who end up using the soon?-to-be-added definable rigid-body suspension system, and I'm one of those. :rolleyes:

I suppose it's not exactly advertised but it's absurd that people think physics updates for AC have stopped; even if it is modders doing it.
We need 5 point contact tyre model for example, everyone knows about extented physic but it's not enough. The tyre model is the only point preventing modded AC to be an 2021 modern sim
 
We need 5 point contact tyre model for example, everyone knows about extented physic but it's not enough. The tyre model is the only point preventing modded AC to be an 2021 modern sim
While it's useful, it's not really everything it's cracked out to be. For example on relatively flat land, there is no difference between one point and 100. So it won't improve the accuracy when driving over relatively flat surfaces; and that includes most kerbs too.

It also doesn't entirely fix "kerb of death" in some stiff racecars. It seems to have much more to do with roll stiffness as a function of chassis flex. If you're missing it, you get unintended behavior over some geometries, like exit kerbs.

You also can't fake it; using multiple points to vector the load into one point can be useful in some situations but I reckon you will just get a different kind of inaccuracy in others.

CSP is planning to add an (actual) multi-point model (Not like most other sims' single point with extra points to vector loads from such as a certain GT series simulator) and there's some talks of multiple rigidbodies to do flex, so they're coming. But the multipoint tire model really isn't what people think it is.
 
You can eulogise AC all you want but in VR it still looks the most basic, no matter what CSP, SOL etc., etc. setting you are running. It looks 'ok' but then you see a tree.

A lot of the mod content's quality is overblown. Some of stuff like Fat Alfie's work, are labours of love but plenty of stuff is rough around the edges and the cars have weird FFB. There are a lot of nice rips from other games out there but in general not many of the match the official content in terms of driveability.

Anyway, don't know why people are complaining when the company continues to refine it's product. AMS2 is better than how it started and that's all that matters really. Way too much abandonware out there already from quick buck developers.
 
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Premium
Guuuuuys.
Can we please stop waving d***s around and saying "My sim is better than your sim because of jaddajaddajadda"? Please?

AC is great and it's unbelievable what modders have done with it. I'm grateful for that.
On the other hand there is AMS2 and it's exciting to see what it has become so far. Personally I think this new update is one of the best yet in terms of car feeling (beta tester here). However: each to their own. Start AMS2, get in a car and drive some laps. My recommendation: Caterham @ Cadwell.
 
Sorry but for sure not buying any new DLC, i bought Racing Usa pt.1 and they never fix those horrible shake on GTE replays, or the higher grip on M8, faster than the others GTE, and 911 is a turtle. And don't wanna talk about TC or ABS, love this Game but maybe they fix old DLC before they release a new one.
Still the jewel is the 2002, funny, fast and with an impressive ffb, i hope they put the same love and force to the next update
As for other sim development... this is not a one man show... the content and the physics and bugs departments and other areas are split... so content makers can and always will proceed with their work... even if bugs are still in the game.
 
No need for straw man arguments about commentators "preaching" about AC or whatever. These are games intended for fun, after all. If you enjoy them, play them! If you don't, don't. If you like AMS2, that's great! No need to wrap it up in the guise of "realism".

Just because a physics engine has fancy capabilities doesn't mean it will necessarily produce a better, more plausible, and more fun experience. As Kyuubeey alludes to above, devs (and modders) have to spend time (a lot, I presume) to learn how to use the underlying engine, balance various trade-offs, and fine-tune parameters 'just right' to get a good driving experience capturing features of real-world driving and having as few obvious foibles in the car's behaviour as possible. With what I've heard, I won't discount the underlying possibilities enabled by the Madness Engine, nor will I the CSP innovations to AC. But devs and modders will vary in their ability to harness those capabilities and make a fantastic, minimally flawed car to drive. Some may even manage to do so despite a limited or flawed engine – for instance, there's lots of content I enjoy (and to me, it doesn't feel dreadfully unintuitive or implausible) in old gMotor games like AMS, GTR2, and the original rFactor.

To go back to AMS2... Reiza is dedicated at what they do, if nothing else. They'll try their best! And I applaud them for that. Results... well, the proof is in the pudding, and people seem to be gradually warming to many AMS2 driving experiences, if divided still. But we'll have to wait and see how things evolve over time, I guess.
 
Serious question - what difference does it make? Let's say that they just recycled Watkins Glen from PC2. Would that be so bad? I read variations of your comment/question a lot around AMS2 and I wonder why that's an issue?
Charging money for a super inaccurate track from a 6 year old game that is leagues worse than the free laser-scanned AC mod would be pretty bad, yeah
 
I know diff teams and so on, but i wish Reiza stopped all content until all the gremlins are purged for good, the amount of times they do "minor adjustments" or find a "bug" that was throwing something off is so much its not funny ... the more content they add ( cars ) the worst they do to themselves.. some cars feel they are almost there.. others are so PC2 like still in terms of weird behaviors.. that and focus on something that make MP not look like a ghost town, and the few races that exist online are a wreckfest of people entering and immediately leaving .. im still to have one decent race with a full field from start to end ...that says alot :/
The people that create content have nothing to with the people that do the coding. That's 2 separate professions.
That's like saying a painter should fix the roof.
 
The people that create content have nothing to with the people that do the coding. That's 2 separate professions.
That's like saying a painter should fix the roof.
Yep. Even for the physics for the most part. The guys who make the vehicle models and the guys who make the implementations for features to build said models with aren't typically the same people. Even when the engine and physics models are their studio's own.
 
As for other sim development... this is not a one man show... the content and the physics and bugs departments and other areas are split... so content makers can and always will proceed with their work... even if bugs are still in the game.
Disagree with you, will you buy a car with mechanical failures? for sure no, so before release, need a time to try, beta or other testing, but release something without a testing don´t get more great Reiza, instead makes angry users and feel you bought a wrong product. Isn´t a bad thing for Reiza, now is a fashion release something wrong or with errors, in every enterprise or company, and after it release patches and fixes, love the passion and work Reiza use but i´ll wait to patches games and later maybe buy new dlc
 
To be completely honest there hasn't been a car simulation game released in the 21st century that didn't ship something close to completely broken. Even rFactor was pretty crappy in the start and full of extremely serious implementation issues. Not like the models are free of them to this day either, but it was really bad in the start. There's still some really broken stuff in AMS1 to this day; and that's the version with the most fixes and improvements.

Even AC that ended up being really quite good and has been pushed very far now by the community was pretty bad in the start and the unmodded version retained some serious issues to the end of its lifespan. I suspect that's just how it goes.
 

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    Votes: 117 54.9%
  • Other? post your reason

    Votes: 35 16.4%
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