AMS 2 | Beta 4 and 5 Now Available + Development Roadmap

Paul Jeffrey

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As the development ramps up ahead of a public release, Reiza Studios release beta 4 and 5 of Automobilista in quick succession - with a whole host of changes and improvements included.

Showing great signs of progress from the nearly unrecognisable initial first release back at the end of February, Reiza Studios remain hard at work bringing about the levels of polish and refinement the Brazilian development team have become known for with their racing simulations. Taking on a new game engine in the form of Slightly Mad Studios MADNESS, a departure from the traditional gMotor base that powered previous releases Game StockCar Extreme and Automobilista 1, it is perhaps inevitable that the early stages of development would be a mixed bag of the good, bad and the ugly, and that is certainly how things have been so far in the progress for this highly promising racing simulation.

With nearly a month worth of closed beta tweaks, fixes and improvements, the game at Beta 5 stage is now a significant step forward from initial release, and looks to be shaping up nicely as Reiza look to apply a further big push before moving ahead from closed beta status.

With the public release getting ever closer, two significant updates have been deployed to the sim in close succession, bringing the title to 'beta 5' status as well as a new roadmap posting from the developers - outlining the immediate future of the title. Check out the full details below.

Beta 5 Update Notes:

UI

  • Implemented suspension setup screen
  • Added Anti-roll bar settings to quick setup
  • Fixed unselected label on advanced setup button
PHYSICS
  • Further tyre model revisions
  • Revised body aero drag for all cars
  • Added & callibrated AI throttle delay per car
  • Fixed bug in which cars with a single all-weather compound would crash loading a raining session
  • Adjusted F-Ultimate throttle map & fixed balk torque
  • Fixed missing curb noise on some curb types
FFB
  • Revised pneumatic trail values & max steering rack force for each car (minor adjustments may still be required)
AI
  • Fixed & adjusted range of AI throttle application for each car, improving performance balance vs player out of corners (function was fixed but not tuned in BETA4 causing a lot of misbehavior)
  • Adjusted AI to mitigate excessive number of T1 incidents (not enough, more to come)
  • Bumped up AI Aggression slightly for all cars, following further adjustments for behaviorial changes on aggression scale
AUDIO
  • Sprint Race V6: fixed pops and clicks on interior sounds.
TRACKS
  • Art passes for Imola & Imola 1972, Kyalami Historic, Donington, Interlagos, Montreal
  • Adjusted Weather/climate values,
  • Fixed start trigger at Interlagos which could first place to miss a lap on start
  • Updated Donington_GP TV cams
  • Added enhanced 3D road patch parameters to Donington, Kyalami Historic, Montreal
VEHICLES
  • Fixed scaling error in Opala 3D model
  • Kart GX390 Race - fixed steering wheel axis
  • Formula V12 - fixed graphics glitch; RPM light, brakedisc glow, updated rear light


Beta 4 Update Notes:

IMPORTANT:
We strongly recommend all users, specially those with DD wheels to configure their FFB strentgh to lower values before launching BETA4, and increase them as they find suitable. The new pneumatic trail formula makes self-alining torque a lot more pronounced, which can make the wheel snap if your settings for BETA3 are a bit on the heavy side.

We also fixed an issue that was causing road & curbs to be less perceptible, so FX settings no longer enhance such forces, but only add vibration for engine, transmission and scrub. If you want a more pure FFB you may want to start by zeroeing out FX and experiment with small increments

CONTENT:
  • Added Imola 1972
UI
  • Initial implementation of SETUP screens (just initial fast edit & initial tab for now, to be complemented in BETA5)
FFB
  • Updated pneumatic trail calculation, now equal to what we had in AMS1 resulting in higher overall rack force and self aligning torque)
  • Added stoplocks for Accuforce / OSW / Simucube / Bodnar and other custom wheels (needs testing)
  • Adjusted "FX" FFB effects - no longer adds "fake" road noise after porting over AMS1 surface noise code - FX now adds engine vibe (modelled from crankshaft angular rotation) and tyre scrub (as an actual frequency coming from STM)
  • Removed redundant "flavour" FFB profiles, renamed as "TYPE" with only two options (Default / Custom)
PHYSICS
  • Doubled tyre tread & width resolution in tyre model
  • Further revisions to tread & carcass load stiffnes for several tyres
  • Revised F-Vintage drivetrain
  • Adjusted brake torque of formula cars
  • Adjusted rain tyres (to be complemented in BETA5)
  • Adjusted gearbox damage & timings (to be complemented in BETA5)
  • Revised driving aids functionality & gamepad sensitivity multipliers (to be complemented in BETA5)
AI
  • Various AI performance adjustments
  • Added AI Start variable to balance AI standing start performance vs player (only for cases where AI could launch much faster - this will be expanded in a future build to improve AI launch performance in cars that needs higher revs off the line)
  • Further adjusted AI Aggression scalars for anything that isnt a F1 car
AUDIO
  • Fixed some loop issues in F-Vintage V8 engines e
  • Fixed FClassic V8 missing external sound in chase view
  • Added ambient audio effects to all tracks
  • Lowered some impact sounds volume
  • Removed spotter voice when leaving pits
TRACKS
  • Kyalami Historic art & physics pass
  • Adjusted tarmac shader with added ambient reflections
  • Adjusted crowd shader
  • Small tweaks to atmosphere/sky
  • Physics / track limit revisions to Cascavel, Interlagos Brands Hatch
  • Adjusted night lights & added props to several tracks
  • Revised Adelaide Historic AI paths
VEHICLES
  • Updated Copa Uno steering wheel mesh
  • Mitsubishi Lancer R: add LODs, add windscreen reflection
  • Mitsubishi Lancer RS: add windscreen reflection
  • More liveries added & updated for F-Classic Gen2, F-Reiza, Old Stock, Ultima Race, MRX, AJR cars

Automobilista 2 Development Roadmap

Greetings everyone! I hope everyone is doing OK and keeping safe.

What a difference a month can make right? A few weeks ago we had just deployed the first Beta build for AMS2 and were still firing on all cylinders pushing through our Beta program to get AMS2 ready for release on March 31st - a lot of work has been done in the 3 weeks we have been in Beta - we have just deployed our 5th BETA build tonight - but a lot remains to be done, and for that we relied on a strong couple of weeks in this final stint to reach a standard we´d be satisfied with for Automobilista 2 v1.0.

Unfortunately the last week has seen the World thrown into disarray, and with it the little chance we still had to get through the remaining workload in time for the 31st evaporated, as even though we already work in a fully remote operation and the Reiza team has not been directly impacted by COVID-19, things like this tend to bring indirect implications which have and will continue to inevitably slow us down a bit - as much as everyone in the team enjoys working hard, this would not a good time to be pushing developers to their limits. nor would it feel appropriate to be engaging in promotional fanfare for a game release.

Paradoxically, this also happens to be turning into a boost for sim racing as all motorsports activities have grounded to a halt, and they are all turning to what sim racing can offer to help fill the time. We have already seen some huge events being organized in a very short time as fans, drivers and real series all flock to sim racing to engage on a level they never had before, and for us it would be a thrilling opportunity to offer everyone a fresh platform to enjoy themselves during these challenging times.

Taking all this into account, we have elected to go ahead with a soft launch for Automobilista 2 on March 31st as a Steam Early Access Release, offering a 40% discount over the full price of the base game for the duration of the EA phase, which we expect to last between 4 to 8 weeks.

AMS2 Roadmap For Early Access, Release and Beyond

By the time AMS2 goes live on Steam in March 31st we will be publishing a detailed breakdown of what will be the key development goals during this period for AMS2 to reach v1.0 status sometime between April and May - the extended timeline now allows us aim for a more robust V1.0 release, going further than our plans were for v1.0 on March 31st.

Last month we had published our schedule for the first 3 months of AMS2 post-release, featuring plans for monthly game updates along with new content packs (free and DLC) and some key new features - these plans largely stand unchanged even with the Early Access phase, as the Historic GP cars, GT3/GT4 pack, Hockenheim, Bathurst, Silverstone and a few other cool, not-yet disclosed bits of content are all already well under production and will be added to that game within that proposed schedule.

AMS 2 Roadmap 1.png


AMS2 BETA - Final Week to Join!

Due to popular demand we have put the forum store live again, where you can buy a pack that grants you AMS2 + AMS2 Beta + 2020-2021 DLC Season Pass.

We emphatize however this only makes sense at this stage for those who were already entitled to a free key or a discount on the package from their participation in previous crowdfunding campaigns, and those who may be eager to participate in AMS2 Beta development process from March 31st onwards as that will no longer be available for new users after initial AMS2 release on Steam.

For those not familiar with AMS2 Beta and how it may differ from the Early Access game that will be available on Steam on March 31st, follows a brief explanation:

Similar to its predecessor (Automobilista Beta for AMS1) AMS2 Beta is a separate AMS2 install on Steam which has been available to people who bought into the AMS2 Early Backing Campaign since Feburary 28th; after the main game is released next week, AMS2 Beta will continue to receive early beta updates and new WIP content (free or DLC) before they are deployed to the main game release, during and after Early Access is over.

If you are interested in AMS2 as a finished product however please hold off the impulse to buy into the Beta unless you really are convinced you want to engage with AMS2 development on the long run and want the chance to be playing already in these final days before the official release - if you want to check out AMS2 but don´t want to make a large financial commitment to it, we strongly recommend you wait 8 more days and get the base game with a 40% discount along with 2h to evaluate it from Steam.

AMS 2 Roadmap 2.jpg


That covers what we wanted to share with you for this pre-release dev update - obviously a bit different to what we had in mind after a gruelling 16-month production period, but we remain very excited to be sharing the results of our labour with all sim racers, and hope it can provide a bit of enjoyment over the next few months while we all take cover from this pesky bug that is doing the rounds...



Original Source: Reiza Studios

Automobilista 2 is set to be made available exclusively for PC later this month.

Got questions or comments about the sim? Head over to the AMS 2 sub forum here at RaceDepartment and start a thread to engage with our awesome community!

AMS 2 Beta 4 and 5.jpg
 
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Fantastic! Thank you Reiza! I've loved them from day one and was truly shocked by the initial beta. The oversteer was awful and the ffb was pretty lame. But they've completely fixed those (still gets a tinge of oversteer, but that feels like a setup issue rather than physics). This feels wonderful. I'm glad I gave it a rest for a few weeks then returned.
 
Price is crazy. I know it will be great, but price is too much for me personally. Shame, I hope you guys enjoy it and will be watching all the YouTube videos.

Just further clarification as there is undertandably a bit of confusion as to what´s on offer and what will be on offer from next week onwards.

There are 3 types of Automobilista 2 purchases you can make:

1- Automobilista 2: this is what´s being released next week in Early Access, it´s the base game without DLCs. The full price from Steam is US$ 49.99 / €44.99, but if you buy it during Early Access you´ll get 40% off on that full price.

Buying this grants you:

1) All the content listed here
2) All the content that will still be added for free to the base game - this includes so far the Historic GP Cars, two 90s DTM cars, the GT3/GT4 pack and Bathurst - keep in mind this is only part of what´s coming until July, plenty more not yet announced.


2- Automobilista 2 Season Pass: this includes all DLCs we will release during 2020-2021 this will cost US$ 99.99 / €89.99 and it will include:

1) Hockenheim Pack featuring 1975, 1988, 2001, 2019 versions (individually this will sell for US$ 9.99 /€8.99)
2) Silverstone Pack featuring 1975, 1991, 2001, 2019 versions (individually this will sell for US$ 9.99 / €8.99)
3) At least three more Track DLCs in the same mould of the two above ( US$ 9.99 / €8.99 each)
4) At least three Expansion Packs featuring both cars and tracks of a certain theme (prices ranging from US$19.99 to US$ 29.99)


3- Automobilista 2 Pack from our Forum Store: This includes AMS2 + Season Pass as described above, plus access to AMS2 Beta as described in the opening post.


The value on the latter two packs are naturally a little more abstract as we haven´t disclosed details for all DLCs planned for 2020-2021. Some people have thus been understandably surprised by the price difference between the base game and the Season Pass - it will make more sense when you know them :) It´s a far bigger project than one can see at the moment.

But we certainy don´t expect options 2 and 3 to cater to most people with the info that´s currently available, and you should definitely not buy into it if you have limited disposable income or if you don´t feel comfortable buying packages before you know all that it includes.

The base game is a far more sensible purchase in that case: it packs plenty of content which will be constantly expanded, and with 40% off during Early Access should be perfectly affordable to any sim racer.
 
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Good god. :confused:
Was is good or bad news, c'mon man ?? :alien:
I think the word "was" was used wrongfully. A few times.
Can someone help to translate this, please. Author would be the best, yes. :)
Ah come on this is absolutely not cool.
Why do you use his spelling or syntax to try to patronize him.
Just like a lot of us english is probably not his first language - yes and so what?
What he means is pretty easy to understand - hehe eventhough Im struggling a bit with the meaning of the half of the last sentense.:thumbsup:

CatsAreTheWorstDogs: Patronizing is bad - mkey? ;)
 
Ah come on this is absolutely not cool.
Why do you use his spelling or syntax to try to patronize him.
Just like a lot of us english is probably not his first language - yes and so what?
What he means is pretty easy to understand - hehe eventhough Im struggling a bit with the meaning of the half of the last sentense.:thumbsup:

CatsAreTheWorstDogs: Patronizing is bad - mkey? ;)

Thank you, Bruno :) yes, I am not native english speaker :D so, yes its maybe little bit difficult to say everything pure clear. As you said, important is context.
 
+1

Watching replays in VR is thrilling but in pcars 2 they ruined it by putting us behind fences & miles away in the stands i hate how these devs nanny us in vr. Original Pcars, AC & original Dirt Rally are all much better.

What does "nanny us" mean?

Do you have an example of a track in AC that works well in VR so I can check that out?
 
The ffb is a mix bag for me, I'm not really feeling the added features like tire scrub my fx is set to 10 any higher & the engine & transmission is too much, i would prefer a separate slider for scrub. There is no lateral feel in some cars going into corners & some cars are clipping or feel very lumpy. It seems to do vertical ffb well but not so much lateral ffb when cornering. I really like the superv8, caterhams & open wheel cars they feel great to drive.
Some bugs in there of course but much more stable with every release. Can't seem to find a good AA setting in vr is supersampling broken?
I will wait a few more releases to try the ai as i think it will take some work to crack.
 
Further tyre model revisions
So Reiza are making changes to SMS's core tyre model (I believe known as "SETA")? Or when they say "tyre model" do they just mean adjusted values of some of the cars' tyres like what happens when any vehicle is created or edited (be it from a developer, a modder, whoever)?

Some times developers decieve & mislead by claiming "tyre model" changes when in fact the game's tyre model was never even touched but instead just the tyre values were changed on some cars. It would be like adding more downforce to a car or more hp or a different suspension design and then claiming "physics engine/model" revisions.

I'm not saying Reiza is neccessarily doing this, I'm just simply asking because, from what I'm aware of AMS1 (build notes), Reiza never touched the original RF1/ISI tyre model therefore I'm just a little suprised that they'd all of a sudden start delving into core programming of tyre modelling...but I'd definitely welcome it if true.

...resulting in higher overall rack force and self aligning torque)
This may be good for non-dd wheel users but bad for dd wheel users. DD wheels, regardless of game, already tend to have way overly unproportionally powerful & forcefull SAT. If anything, this should be reduced relative to steering input forces (and some other forces).

Hopefully, with Project Cars' massive amount of FFB customization ability (like RFactor 1), we can at-least try and adjust this for our own equipment and taste.
 
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I have to say that I was...let's say less than impressed by Reiza paywalling the beta access to basically only allow wealthier simracers to participate, but this is a great offer and approach. Probably back to day one for me if I can manage.
 
The ffb is a mix bag for me, I'm not really feeling the added features like tire scrub my fx is set to 10 any higher & the engine & transmission is too much, i would prefer a separate slider for scrub. There is no lateral feel in some cars going into corners & some cars are clipping or feel very lumpy. It seems to do vertical ffb well but not so much lateral ffb when cornering. I really like the superv8, caterhams & open wheel cars they feel great to drive.
Some bugs in there of course but much more stable with every release. Can't seem to find a good AA setting in vr is supersampling broken?
I will wait a few more releases to try the ai as i think it will take some work to crack.
Have you not played around with the super sampling in the VR menu?
 
I actually have a question about VR. Does the game forcefully mirror the be display on monitor (like pcars 2 did) or can we switch to hmd-only display to save on performance? I’m asking because on my GTX 1060 performance was acceptable in pcars 2, but it started to cook my gpu/cpu rather quickly (no such problems with other versions titles, including sims). I prefer to race without computer fans sounding as if my computer was attempting a take off.
 
I actually have a question about VR. Does the game forcefully mirror the be display on monitor (like pcars 2 did) or can we switch to hmd-only display to save on performance? I’m asking because on my GTX 1060 performance was acceptable in pcars 2, but it started to cook my gpu/cpu rather quickly (no such problems with other versions titles, including sims). I prefer to race without computer fans sounding as if my computer was attempting a take off.
I googled this as I had concerned about it eating up performance, once an image has been rendered the cost to mirror it is apparently very, very minor. Hence why I did not look any further after I read that, so don't worry too much about it mirroring.
 

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