Part One of Automobilista 2’s November 2021 Development Roadmap Revealed

Automobilista 2 November Update 01.jpg
Reiza Studios has released the first batch of information on updates that Automobilista 2 players can expect in the month of November.

The November roadmap for Automobilista 2 is so large that Reiza Studios has opted to reveal it in two parts. The first part was published as a Steam article. Here are the highlights:

Players can expect two new Volkswagen cars – We published an article recently about the addition of two Volkswagen cars as part of the VW TSI Cup E-Sports series. More information is now available. The cars will be utilized in a similar manner to the Acelerados show in Brazil, which features presenter Rubens Barrichello or other pro drivers chucking cars around Velo Città in a manner similar to Top Gear.

Improved differential model – Reiza has made great strides in the development of the driving physics in AMS2 since release. They were challenged with trying to recreate what they achieved in AMS1 using the Madness Engine. One aspect of the physics Reiza has been focused on lately is the differential modeling. The next major build will incorporate these improvements.

Automobilista 2 November Update 02.jpg


AI improvements and modding – The huge number of tracks and car classes on offer in Automobilista 2 has proven to be a challenge to Reiza in terms of building competent AI to race against in solo play. November will be improvements on this front, and even allow players to create their own. The initial roll out will be text edits, but this process should be polished in the future.

Racin’ USA part 2 and laser-scanned Azure – Content is always a primary focus of updates, and Reiza has offered up some big news on that front. Classic Indycar is coming, along with new US tracks. The picture shared by Reiza appears to show a late 90’s CART car. Azure (Monaco) will be overhauled using laser scan data, replacing the version inherited from Project CARS 2.

Click this link to read the part 1 of the November Automobilista 2 roadmap from Reiza. We will share more information on the November update once part 2 of the roadmap is revealed. Let us know in the comments below what you’re interested in trying out from this busy development month.
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

Fun fact is, that you can do all of the AI tweaking stuff mentioned in this roadmap in rF2 allready, but at the end nobody really uses it as people don't like to fiddle around with text files and I have the feeling that noone will do that in AMS2 either besides a few die hard fans. People just want to have some fun out of the box I guess.

That said, their approach to prioritizing development focus and their content selection is remarkable and I am mostly just peeking over in shame from my rF2 corner to have an envious look. Considering that S397 had 80s and 90s Indycar lisences at hand and all the other great cars that could and should have found their way into rF2 at one point makes you wonder what happened along the way. Luckily we still have the modding community that is filling the void to some extent.
Implementing AI moddkng in steamworkshop, with developpers' validation would be a good solution, as many passionate offlline drivers are able to fix AI details. I insist, providing a steamworkshop without the developper's validation is worse than not providing one (this is how rfactor2 lost itself in a multitude of low quality or obsolete mods.
Allowing mods only for AI wojld be enough for AMS2 imo.
 
They are not a big studio at all and if you gathered a list of improvements they have made and what is offered in terms of features, content, game modes etc it is much larger than what other games have offered in the same time since their release.

Obviously other sims are more mature than AMS2 in terms of age, but none the less if you think about how quickly Reiza have brought custom grids to the game compared to R3E, or UI updates and improvements compared to rF2, the difference in delivery is not even close.

I'm not trying to talk **** about other developers, and the state AMS2 released in was very rough so improvement was inevitable. I'm more just pointing out the irony when I see people complain about the developement speed of AMS2 when in comparison to the rest of the market they are market leaders IMO.
I agree, most of the sims came out in a catastrophic state and have cut crucial features. I haven't been able to use for months, but it seems the only one which is a finished and polished product, in a good state, is ACC, and it took Kunos a lot of time to achieve that. This, for a few modern cars. All orher sims are incomplete or broken in some areas. Even the amazing GTR2, the most complete sim ever imo, has the huge bug of the weather not changing during the race, which have never been patched (and it could be, a fix had been published by the community - the premisce of pcars?).

AMS2 is an ambitious project, it has many features other titles do not include although they have been in development for years. The improvements are really fast considering the quantity of content and features already implemented. The only critic which coudl be done is the development of dlcs although ot have been fixed (one of the main critics ahainst s397), BUT many have bought the whole package, so Reiza owes them the content they have paid for. So ot makes sense although it split the users in 2 categpries, those who want the content and know why it takez more time to adress some issues with the game, and those who want the base game.to be clean asap before buying any dlc.

About the madness engine, I would say that, as with any new technology, some keep on with the old ones, because they master them and don't want to take the risk to go further, and some learn the skills to master the new technology, these are called pioneers. Some fail, some win, both pave the way of the general improvement. And are not the children of the New World those of pioneers? Ahahah
 
Implementing AI moddkng in steamworkshop, with developpers' validation would be a good solution, as many passionate offlline drivers are able to fix AI details. I insist, providing a steamworkshop without the developper's validation is worse than not providing one (this is how rfactor2 lost itself in a multitude of low quality or obsolete mods.
Allowing mods only for AI wojld be enough for AMS2 imo.
I don't agree with that rF2 has lost itself in a pile of bad quality or obsolete mods. It's quite the opposite if you know who is responsible for the content and where to find it. And simply looking for the most popular content in the workshop gives you a pretty good idea of what is worth it and what isn't. You don't need developers for that and it's actually much better to let the community decide on their own. If anything, the tracks from ODB for example, wich include some fantastic conversions from AC and wich enhance the base game by allmost 30 high quality tracks have helped the product to stay relevant, same as the modding community has helped AC to be as popular as it is. I took the Trans-Am mod around a fully updated Watkins Glen recently wich wouldn't be possible and that easy if it wasn't for the workshop and 3rd party content.

I have no idea how anyone can still come to the conclusion that fully moddable products are drowning in poor content by offering the workshop and it's actually a pretty wierd attitude when so much speaks for free modding and workshop integration like in ArmA III. It's a natural process with modding that quality will vary and has nothing to do with the workshop, but in alot of cases it creates content and features that surpass the base game far beyond it's initial life span and planning. That you have to dig around a bit is part of the fun and the result is well worth it.
 
I don't agree with that rF2 has lost itself in a pile of bad quality or obsolete mods. It's quite the opposite if you know who is responsible for the content and where to find it. And simply looking for the most popular content in the workshop gives you a pretty good idea of what is worth it and what isn't. You don't need developers for that and it's actually much better to let the community decide on their own. If anything, the tracks from ODB for example, wich include some fantastic conversions from AC and wich enhance the base game by allmost 30 high quality tracks have helped the product to stay relevant, same as the modding community has helped AC to be as popular as it is. I took the Trans-Am mod around a fully updated Watkins Glen recently wich wouldn't be possible and that easy if it wasn't for the workshop and 3rd party content.

I have no idea how anyone can still come to the conclusion that fully moddable products are drowning in poor content by offering the workshop and it's actually a pretty wierd attitude when so much speaks for free modding and workshop integration like in ArmA III. It's a natural process with modding that quality will vary and has nothing to do with the workshop, but in alot of cases it creates content and features that surpass the base game far beyond it's initial life span and planning. That you have to dig around a bit is part of the fun and the result is well worth it.
I understand your point, but not everyone wants to dedicate al ot of.time and.energy to search for information about hundred of mods because no filter has been done by the developper. I think the job is not only filtering mods,.it's a real mod management.

An obsolete mod can have received very good ratings when it wasn't obsolete. As a user, you think it's good, but in fact its bad because the game has received major updates and the mod didn't follow. What you can do is not downloading mods wvich hasn't been updated since one year. But i's an arbitrary filter withput any real reason. So you cjt a lot of content for the game and it becomes less interesting.

What I've been saying for years is that rfactor2 needs a real mods management with a dedicated small team, working with the modders, helping them to update their mods along with the game's updates, to keep these mods alive and to keep rfactor2's promise, being a huge base for modding with tons of quality content.

Assetto Corsa had the same problem for some time, many mods become obsolete (mainly cars, not tracks, and the visuals did not receive major changes if any), but at one time the development stopped. So since this day, you've been sure that any mod coming out or updatee with good ratings is a good mod. Less complex to mod, quality guaranted, AC did not need mod management and took the lead in the race of modding.

I would like rfactor2 to be the greatest, but it is not and i won't be without changes. It needs to focus on the modding community. Just one employee sending messages to modders stating "hey, your mod is not up to date with our last changes, it won't work properly anymore, we're going to have to put it in the obsolete category of the workshop. Let us kkow if you're working on it and we'll put it in the update WIP category" would be a major step to going back in the initial direction rfactor2 promised to go towards, the modding.

Anyway, my point is that with this game you may know what you pay for today but not tomorrow, some features and content could be broken, and that's the worst thing for a sim. I still have high hopes.for rfactor2 though and still waiting for a final solid version of the game, maybe by cutting all the modding side.

Maybe it would be much better for rfactor to embrace the pcars/ams2 model : selling a full racing experience without mods. Pluging the unreal engine for the graphics (we know it can be done), buying the best mods (which includles paying licences), fixing the AI, and rereleasing the game as a whole package with dlcs is basically making a rival to pcars and ams2. The UI and the loading times wouldn't be great, but at least rfactor2 would be finished once for all and heavily competitive against the similar non moddable sims.
 
I understand your point, but not everyone wants to dedicate al ot of.time and.energy to search for information about hundred of mods because no filter has been done by the developper. I think the job is not only filtering mods,.it's a real mod management.

An obsolete mod can have received very good ratings when it wasn't obsolete. As a user, you think it's good, but in fact its bad because the game has received major updates and the mod didn't follow. What you can do is not downloading mods wvich hasn't been updated since one year. But i's an arbitrary filter withput any real reason. So you cjt a lot of content for the game and it becomes less interesting.

What I've been saying for years is that rfactor2 needs a real mods management with a dedicated small team, working with the modders, helping them to update their mods along with the game's updates, to keep these mods alive and to keep rfactor2's promise, being a huge base for modding with tons of quality content.

Assetto Corsa had the same problem for some time, many mods become obsolete (mainly cars, not tracks, and the visuals did not receive major changes if any), but at one time the development stopped. So since this day, you've been sure that any mod coming out or updatee with good ratings is a good mod. Less complex to mod, quality guaranted, AC did not need mod management and took the lead in the race of modding.

I would like rfactor2 to be the greatest, but it is not and i won't be without changes. It needs to focus on the modding community. Just one employee sending messages to modders stating "hey, your mod is not up to date with our last changes, it won't work properly anymore, we're going to have to put it in the obsolete category of the workshop. Let us kkow if you're working on it and we'll put it in the update WIP category" would be a major step to going back in the initial direction rfactor2 promised to go towards, the modding.

Anyway, my point is that with this game you may know what you pay for today but not tomorrow, some features and content could be broken, and that's the worst thing for a sim. I still have high hopes.for rfactor2 though and still waiting for a final solid version of the game, maybe by cutting all the modding side.

Maybe it would be much better for rfactor to embrace the pcars/ams2 model : selling a full racing experience without mods. Pluging the unreal engine for the graphics (we know it can be done), buying the best mods (which includles paying licences), fixing the AI, and rereleasing the game as a whole package with dlcs is basically making a rival to pcars and ams2. The UI and the loading times wouldn't be great, but at least rfactor2 would be finished once for all and heavily competitive against the similar non moddable sims.
Interestingly, there are very pieces of content that got broken due to updates but can still be used with some small workarounds. I have no idea where you are pulling this from, but reading your comment it sounds as if there were hundreds of broken 3rd party cars or tracks. Wich is quite frankly complete nonesense. rF2 had in fact much better backwards compatibility than other moddable products out there. And if you don't like mods, simply don't use them. But having the choice is actually much better that being limited to what a company is forcing on you. If I was limited to the content that S397 is offering, I would have stopped playing rF2 long time ago.
 
Interestingly, there are very pieces of content that got broken due to updates but can still be used with some small workarounds. I have no idea where you are pulling this from, but reading your comment it sounds as if there were hundreds of broken 3rd party cars or tracks. Wich is quite frankly complete nonesense. rF2 had in fact much better backwards compatibility than other moddable products out there. And if you don't like mods, simply don't use them. But having the choice is actually much better that being limited to what a company is forcing on you. If I was limited to the content that S397 is offering, I would have stopped playing rF2 long time ago.
I don't know how many cars and tracks are broken, it's my point. That is my problem. You're a real specific simracer, not a regular one. Think about gamers please
 
I don't know how many cars and tracks are broken, it's my point. That is my problem. You're a real specific simracer, not a regular one. Think about gamers please
I see your point, but that applies to any games that hinge on mods where the base parts are still a "moving target". Including AC with special CSP bits, for instance. rF2 definitely seems to have its own special issues and broken parts (although I've never played it so FYI I'm not speaking from experience) but cruddy mods or old not-up-to-date mods with broken features are going to be an issue for anything of its ilk. That said, modded games also have the advantage that great community labours of love can be released that wouldn't have seen the light of day otherwise (think of CART Factor or Fat Alfie's tracks).

Incidentally, I believe your concern is why RaceDepartment and other sites like it exist. People can discuss what the best mods are, you can look at the Review sections and see what people think and if things are broken, and so on.

But... to get back to AMS2... :D

This discussion reflects the most common sentiment I've read about AMS2 on the forums here -- it has its quirks and issues, but they're being worked on, and it's a complete out-of-the-box package that (compared to rF2, for instance) 'just works'. Makes sense to me! Some people will prefer tweaking for sublime experiences when everything works (like rF2) and others will prefer ready-out-of-the-box experiences that are very good and easy to use (like AMS2). Different strokes for different folks!
 
I don't know how many cars and tracks are broken, it's my point. That is my problem. You're a real specific simracer, not a regular one. Think about gamers please
Wut? I am sorry to say this but your argumentation makes zero sense. If it is an issue you for that you don't know what 3rd party content is broken or not, then simply don't use it and stick to the base content. This has nothing to do with me being a "special" simracer and you being a gamer. Modding has been part of casual gaming for the last 20 or 30 years and it has driven gaming forwards. Modding has been an integral part of simracing games, so I have no idea what you are tring to tell me. And in fact, it has never been easier for gamers to use mods as internet speeds, diskspace and the amount of sources and management tools as increased tremendously.
 
Wut? I am sorry to say this but your argumentation makes zero sense. If it is an issue you for that you don't know what 3rd party content is broken or not, then simply don't use it and stick to the base content. This has nothing to do with me being a "special" simracer and you being a gamer. Modding has been part of casual gaming for the last 20 or 30 years and it has driven gaming forwards. Modding has been an integral part of simracing games, so I have no idea what you are tring to tell me. And in fact, it has never been easier for gamers to use mods as internet speeds, diskspace and the amount of sources and management tools as increased tremendously.
That's exactly my point : bad consumers allow bad products. As an obvious rf2's fan, you should be the first one to raise the issues the game presents. I've been using mods for more than 20 years, did some things myself, and that's why I expect, in 2021, a mod management feature, especially when modding is a core feature of a software in a neverending development. Modding is not casual, ask console players, read, in dedicated forums, the regular questions about how to install a mod and why a mod doesn't work.

Rfactor 2, after all these years of development, should be huge. I wish it was. It is obviously not although there's tons of content and features. Nothing wrong?
 
That's exactly my point : bad consumers allow bad products. As an obvious rf2's fan, you should be the first one to raise the issues the game presents. I've been using mods for more than 20 years, did some things myself, and that's why I expect, in 2021, a mod management feature, especially when modding is a core feature of a software in a neverending development. Modding is not casual, ask console players, read, in dedicated forums, the regular questions about how to install a mod and why a mod doesn't work.

Rfactor 2, after all these years of development, should be huge. I wish it was. It is obviously not although there's tons of content and features. Nothing wrong?
Why are we talking about Rf2 in an AMS2 blog????
 

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What's needed for simracing in 2024?

  • More games, period

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