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
 
I'll be honest the first few months I had AMS2 I really didn't enjoy driving it. Then I found a soft lock and FFB fix here on RD and it completely changed my opinion of AMS2. Really enjoying it now. The classic F1 cars and tracks are just so much damn fun. I haven't really "clicked" with the tin top cars yet though. I'm glad to see there are some familiar sports cars coming along with Nords. Currently there aren't many cars in AMS2 that id be that excited about driving there.
 
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.

In my opinion you´re completly wrong... We dont want only 1 type of car and only 15 similar tracks...How can anyone think that it is a better way for us?

AMS2 has a mix of many legendary circuits all with many classic versions, Plus, many no much known or completly unknow circuits. And all types of cars for all type of tracks. This is what all real sim racers want, variety and quality, AMS2 delivers this.

And if you want licenceds racing series , AMS2 already has Stock Car Brasil 1979, 1986, 2019, 2020, Copa Truck 2019, Spirit Cup 2019 and more to come.

I sure if AMS2 keep your essence will live strong for decades.
 
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Nope. That was my opinion since I purchased the 99.99 USD early backing campain in July 2019 in the hope that Reiza will get the money together to buy one or two licenses for a complete racing series. But unfortunately that hope has been dashed.

I was trying to say the direction for AMS2 was decided in 2015. This is taken from the Reiza crowdfunding appeal


To ensure this is not a complete leap in the dark, below are some of the main points already stablished for our next project:

  • PC Racing Simulator on Steam, to be developed, expanded & supported for years after initial release;
  • Integrates all our licenses & assets (present & future) into the same platform with free core updates + paid DLC packages;
  • Release price estimated at US$ 39,99 (base package, not including DLCs);
  • Initial release planned for Q4 2016;
  • Includes majority of the content base in current sims + expands substantially on official licensed content & international tracks;
  • DX12 graphics engine;
  • Extensive audio & physics developments;
  • Dynamic weather & track conditions.

ACC didn't exist back in 2015 so it was unreasonable to suggest that Reiza should have seen that single-focus games were the future.

However, I do feel Reiza missed an opportunity with the major dlc packs that have been described as "almost a game in themselves". One or more of these could have been focused on a single racing series.
 
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.
mr. JB can be funny to watch, no doubt. but it ends there for me.
how can someone like him be any useful for the community when in his videos there has never been 1 single time in which he shared some settings or some knowledge helpful for the community.
if during a stream he needs to change any ffb or ingame setting, video cuts to some cover-up image to not show whatever he's doing, god forbid someone could see how he drives.
I've seen his rF2 LeMans 24h stream, he was driving his Sc2 Pro with a year-old firmware and with the ACC profile, and this is the guy who's words everybody think are the most important and influential.
like I said, a funny memelord, but I wouldn't take him any seriously.
 
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However, I do feel Reiza missed an opportunity with the major dlc packs that have been described as "almost a game in themselves". One or more of these could have been focused on a single racing series.
Kind of agree with that as well but also think Reiza have many surprises up their sleeve's in terms of free content yet to come.
As far as single racing series are concerned, there's not many other sims out there that can compete with Reiza on this front, albeit Brazilian series but still, the ability is there to run through several already.

Who knows, beyond the 2020/21 season pack there could be more series focused DLC, we can hope :)
 
Saw the live with JB on AMS2, he was trying the game on a live stream, was deleted afterwards, I guess and it's noticable he was not in the mood to play, that kindof a bummer influence helps a lot for sales, and since most of viewvers follow it's host opinion, well it's botched I guess.

PPl should understand each sim strongest point : AC : road cars,modding - laser scan - rF2 : Force feedback, tyre physics, PC2 : variety, racing categories (including historic content), ACC : Official event game, iRacing : Online support as for AMS2 : Historic content
 
Saw the live with JB on AMS2, he was trying the game on a live stream, was deleted afterwards, I guess and it's noticable he was not in the mood to play, that kindof a bummer influence helps a lot for sales, and since most of viewvers follow it's host opinion, well it's botched I guess.

PPl should understand each sim strongest point : AC : road cars,modding - laser scan - rF2 : Force feedback, tyre physics, PC2 : variety, racing categories (including historic content), ACC : Official event game, iRacing : Online support as for AMS2 : Historic content
I think it's utterly ridiculous that a developer company like Reiza, or any other for that matter, can be penalized in sales because a random guy on YT is "not in the right mood to play that title on that day", but sadly you are right because it seems to work exactly this way.
 
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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.

I think the Camaro is a perfect example of a a sim car being obnoxiously harder to drive than it should be.

I took the Camaro to VIR and I'm lucky to get it under 2:10. Meanwhile real life videos of regular joes on a track day are throwing the thing around the track in low 2 minutes. It feels like it has zero grip and even touch of the throttle completely unsettles the car. The Ultima road version is even worse. You breath on the throttle and the car can spin.

What I find odd is that car and IMO the vintage formula cars feel way harder to drive than I would expect them too. Like just keeping them on track is a win, yet cars like the Metalmoro AJR can easily be driven way faster than they have gone IRL.

For me it is that inconsistency that confuses me. Why are some cars way harder to drive than they really should be and why are other cars easily faster than their RL counterparts? I'm not a huge street car fan in any sim really because I always feel like street cars are way harder to drive than they are IRL. I've driven a Lamborghini Gallardo at a track day and the grip you have, the stopping power, compared to what I've experienced in sims was night and day.

It would be nice to see a street car represented in a sim accurately.
 
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.
I really like AMS2. But I drove the Camaro SS for the first time this weekend, and have to say....it may be the single worst car in the sim(or any sim) when it comes to physics. However, most sim do a really bad job with American Muscle cars.
 
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.
Heads up GTR, GTR2 and GTL was Ian Bell's SimBin team many of which went with him to Blimey then SMS.
 

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