AMS 2 | July Roadmap Confirms New F1 Cars, Mercedes And Lots More

Paul Jeffrey

Premium
Reiza Studios remain on the ball when it comes to their Automobilista 2 simulation, as they confirm plenty of exciting things in the July Development Roadmap posting.
  • Three new F1 cars.
  • Nordschleife confirmed as fourth DLC pack.
  • BMW, Mercedes licence.
  • Modern and historic Silverstone releases next week.
  • Championship mode, improved AI, Championship mode improvements.
The end of the month is a great time for the lesser spotted sim racing game roadmap fan, and Reiza Studios are keen to keep up with their fellow sim racing neighbours, as they pop into the realms of the internet with their own collection of audio and visual informative goodness - giving sim racers plenty to cheer when it comes to the immediate future of Automobilista 2.


The full development roadmap:

Greetings Everyone! Here we go for another Development Update... And there is a lot to cover!

We are now one month into Automobilista 2´s release and we can´t understate what a meaningful milestone this has been for Reiza. Those who have been following us will have an idea about the bumps we have had on this road, including a sort of game engine limbo until the opportunity to work with Slightly Mad Studios and use their Madness engine came along.

From the moment we got our hands on this engine in October 2018 until release day in June 2020 there was just 20 months do do everything - learn a new engine, get a grasp on their tools, figuring out new graphics, audio, physics and UI pipelines, develop the skills and hire people to work on stuff we previously had no experience in - and then go about the business of building a game with over 50 tracks and cars!

While the release has been important, we can´t argue it´s been flawless - the game still has rough edges and we´re not oblivious to the fact it´s restricting enjoyment of the game for some users. We´re frustrated ourselves with some of the troubles we had in the final stretch of Early Access so in these first weeks we have remained commited to play some catch-up.

One of the things we´ve found lacking and have since been working towards is assembling all the information people need to get into AMS2, understand what it is about and get it to work well - the new official website should hopefully help offer that in a more cohesive manner, with more info about the game content, configurations and a fairly detailed roadmap for what is still to come.

More important than that of course is the work on the game itself, and here too we´ve been pushing hard - we have already released our first update last week, and we´re completing some more substantial work for the one coming next week (estimated to August 7th). Some of the highlights:

Championship Mode will now allow for different championship series, customizing session lengths and saving your progress in between sessions. This is still the bare minimum, with lots of further features still to be added to this game mode in the coming months.

For the next update we are also simplifying the track limit system to work more like we had it in AMS1 - a customizable number of warnings for each time you exceed the track limits, after which driver is given a drive-thru penalty. At least provisionally the option to pay penalites slowing down will be restricted to giving back positions gained by going off track (and even then with some further fine-tuning to better detect cars that are not up to race speed). We´ll continue to work on the original system with the intent of adding it back later on as an alternative.

We also continue working hard on the AI and have some good developments in store for the next update. As with the penalty system, we are simplifying some of their logic in order to ensure some better consistency, particularly in racing conditions where extra functions can still lead them to react unpredictably.

We´re also experimenting with some new functions for AI cars to take defensive lines going into corners and use wet lines in the rain, some preliminary work on these fronts may already make to the release next week

The addition of more elaborate AI driver personalities is also underway and should help the AI opponents in each of the series in the game behave and perform more appropriately for the racing style demanded in the series.

Along witth these, all other areas in the game will continue to warrant and receive continous development throughout AMS2 dev cycle as they have so far.

Content to Make Everyone Content!

Work on the content side evolves in parallel to development of the game core, and here too we are happy to say we have some quick catching up inbound.

Silverstone Circuit will see back-to-back Grand Prix this weekend and the next so it seems an appropriate time to celebrate this classical track by releasing it in between this unique event - the track along with several historical variants will be released next week together with the game update.

Silverstone will be the 2nd DLC pack for AMS2 and like Hockenheimring it will feature this classic track in four versions - 1975, 1991, 2001 and 2019. These versions of the track are as different from each other as the cars that raced on them in each of these eras, but they are all unique, flowing and challenging in their own way. The 1991 version is one of my personal favorites and we´re specially proud to be bringing it to AMS2 - probably the first time the track has featured in a sim since Geoff Crammond´s original F1 Grand Prix!

Unfortunately the historical tracks are still due an art pass to bring them up to the very high standards our track team has been setting as of late, so we can´t preview them yet. They did let me include a lap of the modern version however so you can come along with me for a ride in VR to check how it´s shaping up:


We´ll post similar videos of the historical versions throughout the next week in preparation for the release.

Along with Silverstone, we are releasing 4 new cars in two classes, and no less than 3 of them are official classic Grand Prix cars - the Lotus 49C and Brabham BT26 will join the similarly spec F-Vintage Gen2 series, enriching the class with a couple of genuine articles.

AMS 2 Lotus.jpg


Another class is being added as the Formula V10 Gen1 - an earlier version of its Gen2 counterpart, with wider track and slick tyres and a dream ride through the 2001 version of Silverstone.

AMS 2 F1.jpg


Along with the new F-V10 we have another classic F1 car, but this one we´re gonna keep under wraps a little longer as it brings a few interesting things that is worth elaborating on
:)


With these and many other models already licensed we can confidently assert that AMS2 will have the largest ensemble of classic Grand Prix cars in a racing sim, and with the right tracks to go along with them.

The Germans Are Coming...

With the addition of Silverstone to a roster that already features five other British tracks along with Lotuses, Mclarens and Ginettas, we continue to make steady progress into the cream of British motorsports, and we´re "chuffed to bits" about that as there are few countries which can rival the UK for sheer quality of their motorsports culture.

There is another one however that just might - with the release of the Hockenheimring last week, we have marked the start of our advance into another "theatre", as Germany is also soon to be well and truly represented in Automobilista 2!

Let´s start with the cars: some of you will know and have been claiming for the classic German touring cars we alluded to a few months back; unfortunately licensing hold-ups under the new world order have truly messed up our release schedule, but we are happy to confirm we´re in the final stages of our licensing agreements with both BMW and Mercedes-Benz, which will see some brilliant German machinery arriving to AMS2 in the coming weeks and months.

AMS 2 BMW.jpg


We´ll start with the classics: the BMW M1 Procar will be the first to arrive, and soon after the M30 E30 along with the Mercedes 190E Evo2 for some classic touring car action. Plenty of more of these to come, but let´s not spoil it all yet
:)


Later on the two brands will be represented in our GT3 / GT4 pack with their respective models, and we will have at least one more German brand to add this line-up soon enough...

Unfortunately since the conclusion of these deals are fairly recent developments we haven´t been able to get more previews cleared for this Dev Update, but in any case we wanted to finally confirm them as they have been dragging for a while now, and also confirm these and many other models are already in-game - so while these are unlikely to be make it in any of our August releases, we should get some very interesting line-up of cars already by September and October.

And to make it more interesting, we confirm that all the cars mentioned in this dev update will be free additions to the base game.

...And to the Green Hell We Go!

Naturally if you are going to do German motorsports there is no escaping the Green Hell, so we´re again extremely excited to confirm that the Nurburgring will also be coming for Automobilista 2 in the near future - intially with the Nordschleife, GP and 24h layouts, with more variants to be added over time.

The Nurburgring will be the 4th Track DLC Pack, joining Hockenheimring, Silverstone and Spa. Now there´s just one more to be confirmed before the end of the year...

So all this hopefully makes everyone as excited about the future of Automobilista 2 as we are - there is a lot of good stuff still to come, and a vision to bring it all together in a way that will make AMS2 a truly unique experience!

As we keep working towards that and in consideration of the fact some of the premium cars haven´t made it into the game yet, we have elected to stick with the current pricing from the 2nd half of the Early Access period - the bump will come when the cars are added though so don´t wait to long to join this train...



Original Source: Reiza Studios

Automobilista 2 is available now, exclusively on PC.

Got questions? Have answers? Want to chat about AMS 2 and don't know where to go? Worry not my friend, we have just the place for you! The Automobilista 2 sub forum here at RaceDepartment welcomes you with open arms - come say hello!

AMS 2 F1 2.jpg
 
This is a very exciting roadmap but it seems people would rather discuss that old perennial - my favourite sim is better than your favourite sim.

So trying to steer us back on topic, I did not expect the Lotus 49C and Brabham BT26 - this is exciting news though I find the mix of real and fictional cars in the same class a bit strange. I think most of us guessed the 90s DTM cars would be the BMW M3 and the Merc 190 but they are a lot of fun in PC2, AC and RR so for those not very interested in Brazilian motorpsort these are welcome additions. And the BMW M1 - great choice and one of my favourite cars in PC2. The nice thing is the M1 ran in a single make series so you don't feel the grids are incomplete.
 
I worry about this game.....nobody seems to be playing it. The SteamDB stats are horrible ( 100 players at peak time on a Friday night ) . For me I've stayed away as I need multiplayer , and that's just not a thing at the moment that's worth the aggro. Maybe once MP is working properly and some leagues start popping up it will be worth visiting again. Probably a controversial opinion on here but those numbers don't lie....something is not hooking the players atm.
True, the game deserves a lot more players. We probably need big youtubers like Jimmy Broadbent to play AMS2 and be excited in order for the game to really take off
 
it's not just that. ams1 is built upon ISI engine, on its core ams1 it simply is an rFactor1 mod.
ffb is literally - like Niels himself once said - "telepathic" for how much direct and communicative, especially with dd wheels.
also, ams1 ffb had just 2 sliders : gain and low multiplier, which was 2 very separate things and if you have a dd you don't need to even touch the low multiplier, because it works like a min force.
now with ams2, it seems that total ffb gain is hard-linked to the low multiplier for any kind of wheel, so that there is not any "pure and raw" ffb but you must also use the low multiplier slider (and the effects slider too for some strange reason...)
all of that made the ffb a mix between basic gain and canned effects, with the difference that if with ams1 you can get away with just using the gain slider to feel all you need to feel, you now must play with all 3 sliders to somehow resemble a decent ffb.
for perspective, the only sim that does that is F1 2020 (or any other Codie F1). R3E used to work in a similar way but improved a lot recently.
for me, if Reiza kept on working with the rFactor2 engine like they did with the Reiza pack dlc release for rF2, instead of the Madness engine, that would have provided the best sim in terms of physics and ffb combo, for me the Reiza cars in rF2 feels even better than the S397 ones.

It was a courageous decision move to Madness Engine, but I believe it was a good decision, in the medium and long term it will be positive for Reiza and for us. They are doing a great job, and learnig very fast.

True, the game deserves a lot more players. We probably need big youtubers like Jimmy Broadbent to play AMS2 and be excited in order for the game to really take off

Even here in Brazil I know a youtube channel with about 8.5 mi subscribes, that already made some videos about Forza, GT and Project Cars 1\2\3 but never made any video about AMS 1\2.
 
True, the game deserves a lot more players. We probably need big youtubers like Jimmy Broadbent to play AMS2 and be excited in order for the game to really take off

He did, and he thrashed it.

Besides, he did a bunch of videos praising AMS1 a lot, and that didnt bring almost any new players. Youtubers "influence" in sim racing is very overrated. Look how many people play iracing or PCars2, despite all the videos thrashing on those two games.
 
  • Deleted member 197115

He did, and he thrashed it.

Besides, he did a bunch of videos praising AMS1 a lot, and that didnt bring almost any new players. Youtubers "influence" in sim racing is very overrated. Look how many people play iracing or PCars2, despite all the videos thrashing on those two games.
Why take a word of some youtubers when you can try it yourself and make mind of your own, esp. with Steam return policy.
Pretty sure that everyone who is in sim racing already heard of AMS2 and most likely tried too.
 
IMO AMS2 was dead on the day it was announced. Nobody needs a second PCARS2. I think that mixture of many unknown tracks paired with non-licensed content is a too big stigma. You can't compensate this with 2 or 3 licensed cars or 3 trackpacks that every other sim has by now.
I think (and that is really my opinion) Reiza did a big mistake not to have concentrated on one race series, imo sims like ACC and F1 2020 are the future of simracing. Why not get the license for a classic racing series, like BTCC or 90's DTM and bring all the cars and tracks in one game? Yes, it's cool to get the Evo2 or E30 now, but without the matching tracks its just waste of time and recources.
 
Nobody needs a second PCARS2.
You're right, so it's a good job that AMS 2 is nothing like PCars 2 then, isn't it? :rolleyes:

I think that mixture of many unknown tracks paired with non-licensed content is a too big stigma.
Oh really? It seems that AMS 1, a game largely based on tracks and classes "unknown" to most non-Brazilian sim-racers, did well enough to justify three years of continuous development, multiple DLCs, a car pack in another sim, and a full-blown sequel. You're also talking nonsense about licencing, since most of AMS 2's content is indeed licensed.

imo sims like ACC and F1 2020 are the future of simracing.
You're entitled to your opinion, but F1 has been around for a long time now and only ACC has bothered going the same route so far. It's not enjoying anything like the popularity of it's predecessor, so I'm not sure that opinion holds up too well.

Why not get the license for a classic racing series, like BTCC or 90's DTM and bring all the cars and tracks in one game?
Because licenses like that are either owned by somebody else, out of the budget of a relatively small developer with limited resources, or don't warrant a dedicated game because they don't have the popularity to generate enough sales or DLC on their own.

One of the main reasons I own AMS 2 is because of it's unique, unusual content. I'm sick and tired of the same old cars and tracks showing up in every single sim. It's a yawn-fest and makes owning them all pointless. People need to get over the whole "I've never seen that on TV" syndrome and actually TRY this content. Most of it is bloody excellent.
 
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  • Deleted member 197115

only ACC has bothered going the same route so far. It's not enjoying anything like the popularity of it's predecessor, so I'm not sure that opinion holds up too well.
Yet despite limited content and high hardware requirements , it's the second most played sim on Steam.
Looks like approach Kunos chose works after all.
 
I think (and that is really my opinion) Reiza did a big mistake not to have concentrated on one race series, imo sims like ACC and F1 2020 are the future of simracing. Why not get the license for a classic racing series, like BTCC or 90's DTM and bring all the cars and tracks in one game?

You may be right, though with the advantage of hindsight. The plans for AMS2 were laid down when AMS was born - it was called Reiza17. Reiza always planned to re-use the AMS1 content in a sequel. At that time ACC wasn't a thing. And to be fair, for the first 6 months after release at v1.0 ACC it didn't set the world alight in terms of popularity, and AC is still selling better.

But fundamentally, Renato's passion is Formula 1 (past and present) and Brazilian motorsport. If he can follow this passion and still make a living (and Reiza have survived for 10 years on tiny sales numbers) then good luck to him.
 
Yet despite limited content and high hardware requirements , it's the second most played sim on Steam.
Looks like approach Kunos chose works after all.
I didn't say it doesn't work. The F1 series sees a new game every single year, so obviously it can work in certain circumstances. The point is:

... licenses like that are either owned by somebody else, out of the budget of a relatively small developer with limited resources, or don't warrant a dedicated game because they don't have the popularity to generate enough sales or DLC on their own.
 
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You may be right, though with the advantage of hindsight. The plans for AMS2 were laid down when AMS was born - it was called Reiza17. Reiza always planned to re-use the AMS1 content in a sequel. At that time ACC wasn't a thing. And to be fair, for the first 6 months after release at v1.0 ACC it didn't set the world alight in terms of popularity, and AC is still selling better.

But fundamentally, Renato's passion is Formula 1 (past and present) and Brazilian motorsport. If he can follow this passion and still make a living (and Reiza have survived for 10 years on tiny sales numbers) then good luck to him.
funny how everything in the simracing world can be linked to something else existing before, and the names around are always the same if you know some history of the genre.
AMS1 is an rfactor1 mod that before being AMS was GSCE and Copa Petrobras de Marca.
rfactor1 is based on the ISI engine, on that engine later on ISI itself built the 1st version of rfactor2, then handed on to S397, for which Reiza will eventually collaborate for a dlc.
meanwhile, Simbin was the other big name on the scene with GTR2, Race07 and GTL, all eventually based on iterations of the same ISI engine. Simbin then delevoped the 1st version of R3E which ended in the hands of Sector3.
SMS studio developed Pcars1 and 2 with their own engine which contains elements of the ISI engine apart from tyres model (SETA) and graphics. As we know Reiza will end using that engine.
So, in the whole recent, or modern if you like, history of simracing, we have just a few building blocks upon which all was built : ISI engine, iracing engine and Kunos one.
so yeah, it's funny how so many people are so divided in factions for each and every sim when in fact all can be brought back to such a few original ideas.
 
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He did, and he thrashed it.
No, he didn't. He had some complains/issues while making it very clear they were subjective and based on a work-in-progress preview build and one car and one track combo. The video was kinda unfortunate (starting with the whole concept and title), but he certainly didn't thrash anything.

Anyone who claims he thrashed the game either was already decided to hate on the game, didn't even watch the video, or is unable to even begin to think outside of the stupid "love it/hate it" black-and-white mentality that's so prevalent nowadays.
 
No, he didn't. He had some complains/issues while making it very clear they were subjective and based on a work-in-progress preview build and one car and one track combo. The video was kinda unfortunate (starting with the whole concept and title), but he certainly didn't thrash anything.

Anyone who claims he thrashed the game either was already decided to hate on the game, didn't even watch the video, or is unable to even begin to think outside of the stupid "love it/hate it" black-and-white mentality that's so prevalent nowadays.

He said in the stream he made, in no uncertain words, that the game was a step back from AMS1, that was nowhere ready to be a v1.0, and that he didnt believe that it was , or was even going in the direction of a real simulation.

Now if this is not thrashing, i don't know what it is. Unfortunally, i can't be bothered to look it up the exact moments he said this in the whole stream, but he did.

Now, his opinion doesn't reflect my own in any way. I have absolutely nothing against Reiza and their product(s), which i mod myself quite a lot, but Broadbent DID thrash the game, and his followers have not very nice things to say about it in his discord either.

Still, the whole point i was trying to make is that it doesnt matter what he says, it won't change the fate of the game.
 
I don't understand why any manufacturer would license additional cars to Reiza until they demonstrate the ability to model the cars reasonably accurately in the sim. In my opinion the Camaro SS as modeled by AMS2 is inexcusably bad. Why?

Minor point: Their weight is basically correct for a ZL1 not the lighter SS. In reality, the 2016 SS should be closer to 3600 pounds.

Real point: In the REAL Camaro SS, with TC off and Stability off, at dead stop, you can hammer the throttle (modulating so as not to cook the tires) and maintain a straight line with very little effort. Front end gets a little light. Back end squirms a tiny bit, but the grip and acceleration are amazing. Turn in is likewise amazing. And, if you sense too much understeer, you can always add a little throttle to compensate. Keep in mind that even on stock run flat tires it is good for nearly 1G in the corners. Corner exit is also very very strong. As such, the car is predictable up to AND over the limit so correcting a slide and/or drifting corners is all but second nature. And, the brakes will NOT let you down (although the brake dust is annoying). Moreover, the REAL car can be comfortably driven by a novice or an expert. In either case, a bit of maturity and good sense should keep you, as well as the cars next to you, safe and happy.

Many may think I expect too much from a sim, but the fact is I really like ACC's GT4 Camaro (think detuned SS). AMS2's Camaro SS is downright awful in comparison.

That said, I believe Reiza's force feedback will ultimately be fantastic. But, what is the point of creating fantastic force feedback if the cars themselves are so poorly modeled? And, adding new cars without fixing the old ones is like sweeping the problem under the rug. Reiza can knock this out of the park if they focus on what they do best. But, Rieza's initial release of the Camaro SS is lacking in almost every respect.

For some Camaro SS specs:
https://www.motortrend.com/news/2016-chevrolet-camaro-ss-first-test-review/

Meanwhile, this is a video of the bigger brother, Camaro ZL1 1LE, being absolutely manhandled at Nurburgring:

TLDR: The Camaro SS is not some delicate flower to be finessed all over the place with tiny modulated throttle inputs. No, it is a car that demands to be driven hard. Look at the REAL video above.
 
No, he didn't. He had some complains/issues while making it very clear they were subjective and based on a work-in-progress preview build and one car and one track combo. The video was kinda unfortunate (starting with the whole concept and title), but he certainly didn't thrash anything.

Anyone who claims he thrashed the game either was already decided to hate on the game, didn't even watch the video, or is unable to even begin to think outside of the stupid "love it/hate it" black-and-white mentality that's so prevalent nowadays.
I think you only saw the first stream, not the 2nd and I would also say he trashed it based on pure sim-racing-idiocy. Complaining about the F-V10 wouldn't steer enough around Monaco while not even adjusting the steering-lock:laugh: And then he complained the car would slide too much like he knows what a real F1 car should do:O_o:. Lando Norris calls the F1 McLaren in iRacing the worst car ever created in sim-racing history, so probably not a good role-model and the tyre-model in AC is just a joke, but I guess these are his standards for judgement :whistling:

I also don't know how F1-cars should drive, but when I see 600 kg of weight carried around by huge fluffy tyres just a bit over atmospheric pressure, powered by 870 hp at over 10k rpm, but just 245 Nm of torque I guess they handle rather forgiving:cool: And would make sense in order to survive plus do well the usual 70 laps per race.

Since we all just can guess how F1-cars handles, IMO dealing with up to 5 Gs in corners and with the toughest competition in the world is the hard part since a while, not the car-handling under the limit itself since power-steering is the norm. H-pattern gearbox, no power-steering and up to 1500 hp with huge turbo-lag during qualifying like in the 86-season is another thing. The engine and transmission was build to last 4 laps, 2 sets of tyres for 1,5-2 laps each and only practicing with 900 hp max before sounds different, but 13 years no F1-driver died before Ratzenberger and Senna.
 

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