Interview: Reiza's Simioni on Automobilista v1.5, Upcoming Features & Development Processes

Automobilista 2 Renato Simioni Interview Mitsubishi Lancer RX.png
Automobilista 2 is getting the long-awaited v1.5 update very soon, promising to take another big step forward - "possibly the biggest we have taken so far", says Renato Simioni, the founder of developer Reiza Studios. RaceDepartment has sat down with the AMS2 Lead Developer to chat about the new update, the past and what is still to come. Read Renato's thoughts on...

Image credit: Reiza Studios

...Multiplayer Improvements​

"We have had some progress with multiplayer elements. We do regular multiplayer tests, but they are always in a controlled environment, with mostly the same people and on a server we know is reliable, so they tend to be better than what they average experience can be for other users. So we will not know how much of an impact they have until the update is out.

We have made some adjustments to the netcode prediction, and it is looking better during our tests. We can confidently say that it is a good improvement. I would not go as far as saying that we have everything at the level of the best sims in terms of multiplayer, but it’s a good step up.

We have some more options as well, such as the one to auto advance the session, which was a common complaint – people would often get stuck as the server was not advancing the session. Now, there is a mechanism that will automatically do that.

The chatbox will now be present in the results screen – this and other such quality-of-life improvements are part of the update. There is more we were working on for this release, like the extension of voting options, but they will not make it in time for v1.5. They are expected for the next update in a month or two.”

Automobilista 2 IndyCar Mod Indianapolis Road Course.jpg

Installing and maintaining mods in Automobilista 2 will be less cumbersome once update v1.5 is released - and even more possibilities are on the horizon.

...Improved Modding Support​

"It used to be really cumbersome as the engine was not really designed for modding. We are working on lifting some restrictions and limitations. The most important one was that you don’t have to install everything again with every update nor mess with bootfiles as there are dedicated user vehicle lists and driveline records – that’s already taken care of for 1.5, with some more resources planned for making car modding easier. Unfortunately for tracks we don’t foresee support being possible anytime soon.”

...Community Requests​

"There were four fronts people have been pointing out as the main areas in need of an upgrade, and these are the ones that we ended up focusing on for 1.5.
The Multiplayer, modding support, physics – I think we have a really big step up, I am really happy with what we have got now – and the fourth factor is AI.
The AI still has some issues, even with the updates we’re making now, but it’s another big improvement in terms of AI calibration both in dry and we weather, so you can keep things more consistent going from class to class and from track to track.
Up until recently, we were always chasing moving goal posts, because the physics were changing all the time. We didn’t have a consistent base to calibrate against, because you would change things, then the physics would change, and everything would be out of whack again with the AI.

We are in the process of redoing the AI lines for about 30 track layouts. There is more consistency for most classes, also with weather. Some series were good when it was dry, then it started to rain and they were too fast or too slow relative to the player. It ensures you get a quality race with every combination of car and track you pick, and whatever your skill level is.

More are to come, as we are talking about over 200 layouts and over 70 classes of cars in dry and wet weather, so the number of combinations is high. It is going to be a much higher standard of consistency, also for pit stops and tire strategy.

We also have spotter support. It is using the native assistant from Project CARS 2, but with our own voice material. It is not a full engineer, just a spotter, but it is already good value for having a native spotter system for oval racing, and even for Rallycross, it is important."

Continue Reading​

Physics and the Development of v1.5
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About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

All major cureent sims have received massive overall physics update after 3 years of development (and still years after), except obviouslyvthe beloved pcars games.

What is boring there is people not willing to accept the same from AMS2 (which by the way did in 3 years much more than other titles during such time after their release) although it always and still is normal and fully accepted for other titles. The point then is that we are not dealing with fan boys there, but with hate boys who would like the gsme to be abandoned just to prove something (I still don't see what, proud of being right by being toxic? What an interesting point...). What happens though is that all the hating has been proven wrong as Reiza has been keeping doing the job in the right direction, even adding unexpected features (which I assume create some delay in other aspects, which the haters can point out) like... modding support.

About the 1.5 patch, if you think it is not a game changer, I invite you to try at least the uptated cars of the current version, you will fully understand what is coming. It is exactly the reason why I stopped playing the game, it is better to wait for the heavily improved experience than keeping on adapting to a behaviour which will be soon absolutely obsolete ; with 1.5 version AMS2 should be seen almost as a new game.
(I still don't see what, proud of being right by being toxic? What an interesting point...)

Sorry, but I don't get what you're trying to say here? How am I toxic? I might be a bit flammatory about the whole simulation debate but that is just how I feel.

I also feel like i'm being dicked around by Reiza for a long time now. I had faith in this game; when the FFB was still crap I made my own custom files and shared them here. I almost broke my wrist exiting the pits because the steering wheel violently turned left out of nowhere because of a bug. I had everything set up perfectly to make it driveable and then I had to reset everything because of gameupdates (delete savegame file). This happened multiple times. It's ridiculous the hoops I had to jump through to get some enjoyment out of this. Luckily those hoops are gone now and I can get a fairly good experience. That is something completely different than what other games have gone through development wise. The game released unfinished and we beta-tested it for 3 years. You can chalk that up to modern gaming but I don't find that acceptable.

But after trying the 1.5 patch on those cars (which will probably be the last major update on physics) I just figured: it's never gonna happen for this one. 1.5 still doesn't fix some major, major issues. And now they are making RX content? Give me a break...

I'm still buying the DLC and playing the game just knowing in the back of my mind what it is to avoid frustration.

As I said in my very first post: I have a love/hate relationship with this title. But what is just really, really sad is criticism is being labeled as 'hate'. I have no reason to be negative about something just for the sake of it. That is completely pointless and a waste of time.
 
So what some of us think is a priority because things "seem" or "look like" may be wrong.

Whilst this is true what happened on GTR2 is likely a few decades away when everyone has a CPU capable of handling the AI on the same physics as them...

Until then MP is the only way to truly simulate a race weekend where every participant is on the same physics...

Unless you stick it out with the dumb AI in AC it's only fun in short bursts and no title has truly got it right... Even iRacing has it's detractors on it's AI because of it's physics...

Understandable, but that is just the reality of things. AMS2 is divisive wether you like it or not.

At least i'm not telling everyone 1.5 patch is a gamechanger (which is a quite pathetic statement after three years to begin with). Talk about 'false prophets'....

It's a major fix to a flaw in an engine which has led to many being this divisive over every title on the Madness engine...

And even now many are questioning if it's just too easy with the new physics...

All major cureent sims have received massive overall physics update after 3 years of development (and still years after), except obviouslyvthe beloved pcars games.

What is boring there is people not willing to accept the same from AMS2 (which by the way did in 3 years much more than other titles during such time after their release) although it always and still is normal and fully accepted for other titles. The point then is that we are not dealing with fan boys there, but with hate boys who would like the gsme to be abandoned just to prove something (I still don't see what, proud of being right by being toxic? What an interesting point...). What happens though is that all the hating has been proven wrong as Reiza has been keeping doing the job in the right direction, even adding unexpected features (which I assume create some delay in other aspects, which the haters can point out) like... modding support.

About the 1.5 patch, if you think it is not a game changer, I invite you to try at least the uptated cars of the current version, you will fully understand what is coming. It is exactly the reason why I stopped playing the game, it is better to wait for the heavily improved experience than keeping on adapting to a behaviour which will be soon absolutely obsolete ; with 1.5 version AMS2 should be seen almost as a new game.

Whilst I agree it's an amazing achievement to even get to where they have with the Madness engine... And in comparison to ACC it gets a lot of unwarranted hate depsite having a more advanced physics model...

The updated cars are really hit and miss for me... Some tyres are great like the CART cars and the retro F1s, but the newer cars are just too grippy for my liking... Like the F-Ultimate 2022... Just far too much grip at high speeds and too much longitudinal grip making braking easier once you've adapted the set ups to not lock the fronts... This used to be a challenging and fun car for me... As of 1.48 it's just not as fun anymore...

The feedback they give is great and it's a step above anything that has come before on the Madness engine, which 1.4 already was... But that feedback with the current levels of grip on some cars is a bit too much...

But just like any major change, we have to give the developers time to calibrate this... Sidewalls effect so many other areas so the numbers they were working with for the brakes, suspension, aero and even track grip all need to be revised and tuned together with a new baseline for the tyres...
 
(I still don't see what, proud of being right by being toxic? What an interesting point...)

Sorry, but I don't get what you're trying to say here? How am I toxic? I might be a bit flammatory about the whole simulation debate but that is just how I feel.

I also feel like i'm being dicked around by Reiza for a long time now. I had faith in this game; when the FFB was still crap I made my own custom files and shared them here. I almost broke my wrist exiting the pits because the steering wheel violently turned left out of nowhere because of a bug. I had everything set up perfectly to make it driveable and then I had to reset everything because of gameupdates (delete savegame file). This happened multiple times. It's ridiculous the hoops I had to jump through to get some enjoyment out of this. Luckily those hoops are gone now and I can get a fairly good experience. That is something completely different than what other games have gone through development wise. The game released unfinished and we beta-tested it for 3 years. You can chalk that up to modern gaming but I don't find that acceptable.

But after trying the 1.5 patch on those cars (which will probably be the last major update on physics) I just figured: it's never gonna happen for this one. 1.5 still doesn't fix some major, major issues. And now they are making RX content? Give me a break...

I'm still buying the DLC and playing the game just knowing in the back of my mind what it is to avoid frustration.

As I said in my very first post: I have a love/hate relationship with this title. But what is just really, really sad is criticism is being labeled as 'hate'. I have no reason to be negative about something just for the sake of it. That is completely pointless and a waste of time.
What is your setup? What are your settings?
 
What is your setup? What are your settings?
With all due respect, i't's not worth getting into that. The settings had mostly nothing to do with handling but trivial things like button mapping and calibration of controls and visuals (i;m in VR).

Steering lock and diff settings were the only ones that I needed to change consistently with regards to handling.
 
(I still don't see what, proud of being right by being toxic? What an interesting point...)

Sorry, but I don't get what you're trying to say here? How am I toxic? I might be a bit flammatory about the whole simulation debate but that is just how I feel.

I also feel like i'm being dicked around by Reiza for a long time now. I had faith in this game; when the FFB was still crap I made my own custom files and shared them here. I almost broke my wrist exiting the pits because the steering wheel violently turned left out of nowhere because of a bug. I had everything set up perfectly to make it driveable and then I had to reset everything because of gameupdates (delete savegame file). This happened multiple times. It's ridiculous the hoops I had to jump through to get some enjoyment out of this. Luckily those hoops are gone now and I can get a fairly good experience. That is something completely different than what other games have gone through development wise. The game released unfinished and we beta-tested it for 3 years. You can chalk that up to modern gaming but I don't find that acceptable.

But after trying the 1.5 patch on those cars (which will probably be the last major update on physics) I just figured: it's never gonna happen for this one. 1.5 still doesn't fix some major, major issues. And now they are making RX content? Give me a break...

I'm still buying the DLC and playing the game just knowing in the back of my mind what it is to avoid frustration.

As I said in my very first post: I have a love/hate relationship with this title. But what is just really, really sad is criticism is being labeled as 'hate'. I have no reason to be negative about something just for the sake of it. That is completely pointless and a waste of time.
Honestly, while everyone is entitled to his opinion, it quite obviously seems like your disappointment is cluttering all other reasoning in your arguments.
Stating v1.5 isn't changing the game dramatically in terms of physics is just factually not true: there have been lots of beta players trying back to back the same combos in the main release and beta and the changes range from dramatic for cars that were problematic (take the Caterhams or the Lotus 23) to more subtle but still pretty recognizable for cars that were performing better already in the past.
FFB has been pretty good since long time (and many users, even those criticizing AMS2 physics recognized it) and it's being going a huge re-calibration with the new physics by Coanda to ensure there is consistency in the range of force that is put out in all classes, whereas before it could happen that some cars required strength adjustments. It seems both trivial and useless but it can change a lot the experience and the judgment when people don't end up in a car that for some reason has extremely feeble FFB just while coming off of a car which has a pretty strong one.

RX content was promised long time ago and while you may not be interested, Reiza has the obligation to deliver on that (it is part of the outgoing Season Pass and already quite delayed). As you see it has not stopped work on other fronts from happening anyway. Work on AMS2 is far from over anyway as there are many things to implement/overhaul/update/upgrade. No one doubts about that here, but how is that any different from iracing changing things after more than 10 years, RF2 same and so ACC which has a minuscule scope and still keeps changing things after 5 years?

You are obviously entitled to decide what to keep on your HD and what DLC to buy or not but the unnecessary inflammatory comments bordering the unfair or even plain false are likely to trigger other people calling you an hater. If you re-read your message I quoted the choice of words in facts seem to betray quite an amount of disappointment turned hatred.
Probably better to switch to another sim and come back in the future to see if your "investment of faith in Reiza" has a slightly different outlook?
 
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Honestly, while everyone is entitled to his opinion, it quite obviously seems like your disappointment is cluttering all other reasoning in your arguments.
Stating v1.5 isn't changing the game dramatically in terms of physics is just factually not true: there have been lots of beta players trying back to back the same combos in the main release and beta and the changes range from dramatic for cars that were problematic (take the Caterhams or the Lotus 23) to more subtle but still pretty recognizable for cars that were performing better already in the past.
FFB has been pretty good since long time (and many users, even those criticizing AMS2 physics recognized it) and it's being going a huge re-calibration with the new physics by Coanda to ensure there is consistency in the range of force that is put out in all classes, whereas before it could happen that some cars required strength adjustments. It seems both trivial and useless but it can change a lot the experience and the judgment when people don't end up in a car that for some reason has extremely feeble FFB just while coming off of a car which has a pretty strong one.

RX content was promised long time ago and while you may not be interested, Reiza has the obligation to deliver on that (it is part of the outgoing Season Pass and already quite delayed). As you see it has not stopped work on other fronts from happening anyway. Work on AMS2 is far from over anyway as there are many things to implement/overhaul/update/upgrade. No one doubts about that here, but how is that any different from iracing changing things after more than 10 years, RF2 same and so ACC which has a minuscule scope and still keeps changing things after 5 years?

You are obviously entitled to decide what to keep on your HD and what DLC to buy or not but the unnecessary inflammatory comments bordering the unfair or even plain false are likely to trigger other people calling you an hater. If you re-read your message I quoted the choice of words in facts seem to betray quite an amount of disappointment turned hatred.
Probably better to switch to another sim and come back in the future to see if your "investment of faith in Reiza" has a slightly different outlook?
I will stop, but just one more thing I want to clarify: 1.5 DOES change things, and I even agree dramatically. But for me personally not necessarily in a good, redemption kind of way.

I appreciate your post and shall give this whole thing a rest.
 
With all due respect, i't's not worth getting into that. The settings had mostly nothing to do with handling but trivial things like button mapping and calibration of controls and visuals (i;m in VR).

Steering lock and diff settings were the only ones that I needed to change consistently with regards to handling.
Settings have everything to do with handling and since you claim the game is arcade it's why I'm curious about yours.
 
Settings have everything to do with handling and since you claim the game is arcade it's why I'm curious about yours.
Honestly, the only setting I can think of that make it arcade is stability control of some sorts or any other non-authentic assists.

The way I can chug around retro F1 cars now with zero consequence makes it arcady for me. No car setup should be able to achieve that.

Ok, that is last thing i'll say about it.
 
(I still don't see what, proud of being right by being toxic? What an interesting point...)

Sorry, but I don't get what you're trying to say here? How am I toxic? I might be a bit flammatory about the whole simulation debate but that is just how I feel.

I also feel like i'm being dicked around by Reiza for a long time now. I had faith in this game; when the FFB was still crap I made my own custom files and shared them here. I almost broke my wrist exiting the pits because the steering wheel violently turned left out of nowhere because of a bug. I had everything set up perfectly to make it driveable and then I had to reset everything because of gameupdates (delete savegame file). This happened multiple times. It's ridiculous the hoops I had to jump through to get some enjoyment out of this. Luckily those hoops are gone now and I can get a fairly good experience. That is something completely different than what other games have gone through development wise. The game released unfinished and we beta-tested it for 3 years. You can chalk that up to modern gaming but I don't find that acceptable.

But after trying the 1.5 patch on those cars (which will probably be the last major update on physics) I just figured: it's never gonna happen for this one. 1.5 still doesn't fix some major, major issues. And now they are making RX content? Give me a break...

I'm still buying the DLC and playing the game just knowing in the back of my mind what it is to avoid frustration.

As I said in my very first post: I have a love/hate relationship with this title. But what is just really, really sad is criticism is being labeled as 'hate'. I have no reason to be negative about something just for the sake of it. That is completely pointless and a waste of time.
I was making a general comment and your posts were the most recent ones allowing me to make my point. I think it was kind of unfair reading where you are at with this title, a love & hate relationship. There is a lot of understandable frustration there, but without that context, and reading your posts hate is what seems more obvious.

I must admit I've been avoiding this effect by just not playing the game that much. Although I had preordered the game (not my style in general but Reiza had proven its professionalism with AMS1 and I liked the Madness engine and wanted to see what dedicated developpers could do with it), I barely touched it until last year. And after the last update and 1.5 annoucement, I've decided to wait. Patience may be what saved the game for me, rushing into it like you did (not a critic at all) has quiet killed the enjoyment you can get from it. I didn't expect a faster development, I'm not surprised, Reiza is still workkng on the game, normal (for Reiza, not for other developpers).

May I suggest you just to be patient and stay away from the game for some time? It is something I have done with Raceroom when for me it got to a point I couldn't get any enjoyment from it. Now it's a pleasure to race on this title, rediscovering it at the right time was amazingly refreshing. The same with AC, with ACC, and even recently with pcars2 when I discover this magnificent FFB mod on RD. At one point of its development, each game has to be put aside when frustration is on the way. Frustration kills the enjoyment (and what is the point to play a game you can't enjoy?).
 
Whilst this is true what happened on GTR2 is likely a few decades away when everyone has a CPU capable of handling the AI on the same physics as them...

Until then MP is the only way to truly simulate a race weekend where every participant is on the same physics...

Unless you stick it out with the dumb AI in AC it's only fun in short bursts and no title has truly got it right... Even iRacing has it's detractors on it's AI because of it's physics...



It's a major fix to a flaw in an engine which has led to many being this divisive over every title on the Madness engine...

And even now many are questioning if it's just too easy with the new physics...



Whilst I agree it's an amazing achievement to even get to where they have with the Madness engine... And in comparison to ACC it gets a lot of unwarranted hate depsite having a more advanced physics model...

The updated cars are really hit and miss for me... Some tyres are great like the CART cars and the retro F1s, but the newer cars are just too grippy for my liking... Like the F-Ultimate 2022... Just far too much grip at high speeds and too much longitudinal grip making braking easier once you've adapted the set ups to not lock the fronts... This used to be a challenging and fun car for me... As of 1.48 it's just not as fun anymore...

The feedback they give is great and it's a step above anything that has come before on the Madness engine, which 1.4 already was... But that feedback with the current levels of grip on some cars is a bit too much...

But just like any major change, we have to give the developers time to calibrate this... Sidewalls effect so many other areas so the numbers they were working with for the brakes, suspension, aero and even track grip all need to be revised and tuned together with a new baseline for the tyres...
About the AI, I think there are technological simple solutions which are, suprisingly, not used by sim racing developpers (sometimes, just a simple connection between different areas is missing). These teams may be too focused on their expertise to know they need other expertise. It happens all the time in the entertainment industry, even in big companies. I don't think any CPU more powerful than those which run GTR2 is necessary (AI really uses the same physics than the player?)

About the current update, I don't expect the preview 1.5 cars to be perfectso I would.not judge the future update on them. I assume, especially after many weeks, they have been also been worked on for the next update.
 
About the AI, I think there are technological simple solutions which are, suprisingly, not used by sim racing developpers (sometimes, just a simple connection between different areas is missing). These teams may be too focused on their expertise to know they need other expertise. It happens all the time in the entertainment industry, even in big companies. I don't think any CPU more powerful than those which run GTR2 is necessary (AI really uses the same physics than the player?)

A CPU from the 2000s wouldn't be able to run one AI with the players side physics... Might be lucky to run 10 in AC...

Most people's CPUs now couldn't handle 5 in AMS2 or rF2...

It's a industry wide issue that multi-threading and full use of multiple cores within CPUs just do not give the rewards we users think they would...

And on an engine as old as the Madness engine, opening that up is far from simple and won't help those at the minimum specs so it wouldn't be worthwhile doing unless they upped the minimum specification requirements and alienate some of their current users...

And this is before taking into account the bottlenecks around loading that happens in AMS2 currently... All those little freezes when the pit controllers are loaded, a crash happens or someone kicks up some dust... All should take priority over giving the AI more CPU resources...
 
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A CPU from the 2000s wouldn't be able to run one AI with the players side physics... Might be lucky to run 10 in AC...

Most people's CPUs now couldn't handle 5 in AMS2 or rF2...

It's a industry wide issue that multi-threading and full use of multiple cores within CPUs just do not give the rewards we users think they would...

And on an engine as old as the Madness engine, opening that up is far from simple and won't help those at the minimum specs so it wouldn't be worthwhile doing unless they upped the minimum specification requirements and alienate some of their current users...

And this is before taking into account the bottlenecks around loading that happens in AMS2 currently... All those little freezes when the pit controllers are loaded, a crash happens or someone kicks up some dust... All should take priority over giving the AI more CPU resources...
I had doubts indeed about this GTR2 thing, especially knowing the game used only one core of the CPU.

ACC's AI has been said to use the same physics than the player. I assume it is in real time, so the current CPUs are able to do it.

I agree on the CPU usage not to be dedicated to AI , there is no point and no need for that. It doesn't mean nothing can be done. It has been done before, it still can be done ; indeed with more complex physics and systems the task is harder but is is doable.
 
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I had doubts indeed about this GTR2 thing, especially knowing the game used only one core of the CPU.

ACC's AI has been said to use the same physics than the player. I assumenit is in real time, so the current CPUs are able to do it.

I agree on the CPU usage not to be dedicated to AI , there is no point and no need for that. It doesn't mean nothing can be done. It has been done before, it still can be done ; indeed with more complex physics and systems the task is harder but is is doable.

ACC isn't on the same planet in terms of tyre simulation... It's like saying it's possible because it's possible in rFactor 1... It's just not going to happen for AMS2 or rF2...

I can guarantee a lot of people people want smooth damage, dust and pit crew animations...
 
ACC isn't on the same planet in terms of tyre simulation... It's like saying it's possible because it's possible in rFactor 1... It's just not going to happen for AMS2 or rF2...

I can guarantee a lot of people people want smooth damage, dust and pit crew animations...
Car damage has been an issue in sims since the mid 2000s but never an issue before and in simlite or arcade titles (we can mentiion BeamNG which is, in my opinion, the future of simracing as it takes the job in the right order, starting from the simulation of each xar component to go to the racing later ; it is naturally and absolutely logical and is the opposite approach of simracing.titles in general.

The same way, dust and pit crew animations have been in games for decades, it is just a question of attention to detail, which lacks in many sims. Not sure it is a priority though, as I've rarely read any mention about these things.
 
Car damage has been an issue in sims since the mid 2000s but never an issue before and in simlite or arcade titles (we can mentiion BeamNG which is, in my opinion, the future of simracing as it takes the job in the right order, starting from the simulation of each xar component to go to the racing later ; it is naturally and absolutely logical and is the opposite approach of simracing.titles in general.

The same way, dust and pit crew animations have been in games for decades, it is just a question of attention to detail, which lacks in many sims. Not sure it is a priority though, as I've rarely read any mention about these things.

Whilst I do agree about BeamNG's approach in some aspects...

For the Madness engine damage, dust and pit crew animations cause a spike on the usage of the CPU as it loads what needs to be loaded... They need to optimise those before they worry about trying to find extra CPU overhead for the AI physics...

Simlite and arcade titles aren't taxing on CPUs, they tax GPUs because the focus isn't on the physics... Hence they can have more believable AI than sims with a highly detailed tyre model...

And in AMS2 it's not just the tyres and damage that the AI is on a different physics model at the moment... So that's tonnes of CPU overhead to find in order to get it there... As well as a lot of work for the developers who have a lot of bugs to squish still...
 
I was making a general comment and your posts were the most recent ones allowing me to make my point. I think it was kind of unfair reading where you are at with this title, a love & hate relationship. There is a lot of understandable frustration there, but without that context, and reading your posts hate is what seems more obvious.

I must admit I've been avoiding this effect by just not playing the game that much. Although I had preordered the game (not my style in general but Reiza had proven its professionalism with AMS1 and I liked the Madness engine and wanted to see what dedicated developpers could do with it), I barely touched it until last year. And after the last update and 1.5 annoucement, I've decided to wait. Patience may be what saved the game for me, rushing into it like you did (not a critic at all) has quiet killed the enjoyment you can get from it. I didn't expect a faster development, I'm not surprised, Reiza is still workkng on the game, normal (for Reiza, not for other developpers).

May I suggest you just to be patient and stay away from the game for some time? It is something I have done with Raceroom when for me it got to a point I couldn't get any enjoyment from it. Now it's a pleasure to race on this title, rediscovering it at the right time was amazingly refreshing. The same with AC, with ACC, and even recently with pcars2 when I discover this magnificent FFB mod on RD. At one point of its development, each game has to be put aside when frustration is on the way. Frustration kills the enjoyment (and what is the point to play a game you can't enjoy?).
Well said, and will take your advice :) Cheers!
 
Whilst I do agree about BeamNG's approach in some aspects...

For the Madness engine damage, dust and pit crew animations cause a spike on the usage of the CPU as it loads what needs to be loaded... They need to optimise those before they worry about trying to find extra CPU overhead for the AI physics...

Simlite and arcade titles aren't taxing on CPUs, they tax GPUs because the focus isn't on the physics... Hence they can have more believable AI than sims with a highly detailed tyre model...

And in AMS2 it's not just the tyres and damage that the AI is on a different physics model at the moment... So that's tonnes of CPU overhead to find in order to get it there... As well as a lot of work for the developers who have a lot of bugs to squish still...
Well, it doesn't need to run the AI with player's physics, this would be a waste of ressources and a difficult process (I would say an impossible task by AI nature). Rzcing lines are one part of the AI, programming its behaviour under certain events is another one. It is just time dedication. To avoid the F1 Challenge and GTR2 examples, let's mention Nascar Heat 4 and 5, American all racing, SRX the game, the AI is believable, it can drive in the pack, they use eifferent lines to overtake, as a player you can really race with these competitors with confidence ; in general, if something bad happens, you are the one to blame. These games are what they are, but they prove you can do something right for the AI if you dedicate some time on it ; oval racing being racing in a pack, this is a mandatory task. Sims like AMS2 has lot more content, cars and tracks, so for sure it's a much bigger task to test and fix every possible combo but... that's the point of programming a competent AI.
 
Well said, and will take your advice :) Cheers!
Yes, your story reminded me of mine with rfactor2... It taught me a good lesson about how to approach AMS2. Rfactor 2 had become much better when I came back to it after a long time, but I stopped using it again until an AI improvement, which seems to be out... today! Patience is the key of enjoyment :D
 
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Well, it doesn't need to run the AI with player's physics, this would be a waste of ressources and a difficult process (I would say an impossible task by AI nature). Rzcing lines are one part of the AI, programming its behaviour under certain events is another one. It is just time dedication. To avoid the F1 Challenge and GTR2 examples, let's mention Nascar Heat 4 and 5, American all racing, SRX the game, the AI is believable, it can drive in the pack, they use eifferent lines to overtake, as a player you can really race with these competitors with confidence ; in general, if something bad happens, you are the one to blame. These games are what they are, but they prove you can do something right for the AI if you dedicate some time on it ; oval racing being racing in a pack, this is a mandatory task. Sims like AMS2 has lot more content, cars and tracks, so for sure it's a much bigger task to test and fix every possible combo but... that's the point of programming a competent AI.

For a small team to calibrate the AI on that many cars and classes that do not run on the same physics is a HUGE amount of work, and then there's the large amount of tracks as well... And until they finish work on fixing the mess that SMS left them in the Madness engine it's not worth tuning the AI to what the player has currently... It's all going to change in a few months anyway...

You have to stop using examples with very limited variety of cars and tracks like ACC or NASCAR heat as benchmarkers here... They are not comparable as the workload is confined to a narrow window of expected car behaviour... None of those titles scream the need for different physics for the AI as they don't have the definition in their tyre models either... Especially the Heat series...

All of what you said about how the AI thinks is already there in AMS2, the AI thinks very well around the player and is some of the best AI in the industry in this regard... It's just let down by being on a different physics model so is limited to 5-10 lap races before it becomes painfully obvious that you have to remove some simulation settings to have fun...
 
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For a small team to calibrate the AI on that many cars and classes that do not run on the same physics is a HUGE amount of work, and then there's the large amount of tracks as well... And until they finish work on fixing the mess that SMS left them in the Madness engine it's not worth tuning the AI to what the player has currently... It's all going to change in a few months anyway...

You have to stop using examples with very limited variety of cars and tracks like ACC or NASCAR heat as benchmarkers here... They are not comparable as the workload is confined to a narrow window of expected car behaviour... None of those titles scream the need for different physics for the AI as they don't have the definition in their tyre models either... Especially the Heat series...

All of what you said about how the AI thinks is already there in AMS2, the AI thinks very well around the player and is some of the best AI in the industry in this regard... It's just let down by being on a different physics model so is limited to 5-10 lap races before it becomes painfully obvious that you have to remove some simulation settings to have fun...
So there's nothing to do, that's a good solution, let's stay with the sims like they are and forget other sims have been able to simulate AIs (not using AI in real time) without those issues. Ambitious games call ambitious works, and AI is part of a simulation, so every combo has to be worked on. Of not, that's just a huge mistake in terms.of project management and product quality. We can't, as customers, accept that anymore.
 
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