AMS 2 | November Development Roadmap

Paul Jeffrey

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Reiza Studios have concluded the month of November in style - plenty of exciting news contained in the latest Automobilista 2 Development Roadmap post.

Sadly December won't see a public release for the much anticipated Automobilista 2 simulation from Brazilian developers Reiza Studios, that one has been pushed back to March next year, but the delay doesn't mean things are slowing down over in Brazil - far from it - as the latest development roadmap release goes to show.

In this traditional end of month news update, Reiza discuss plenty of information about the current state of development for Automobilista 2, including a new preview video from the sim, and news of additional content coming to the base version of the title!

Check out the full November development roadmap post below:

Hello everyone, and welcome again for a new edition of our monthly Development Update!

It´s hard to believe it´s already November! It was afterall around this time last year that we had committed to switching to the Madness engine for Automobilista 2 after a couple of months of experimentation, and what an intense year it has been since
:)


As we approach the end of the road for 2019, we can´t help but be proud of what´s been achieved this year. The whole team has been pushing like mad and even though we didn´t quite make our ambitious plan for an initial release in December and while there is still a lot of work to be done, I feel we can be happy with the progress that has been made and confident that AMS2 will reach its initial release time in the shape we had hoped it to be in 12 months ago.

That doesn´t mean slowing down any time soon - as was the case with AMS1, the initial release of AMS2 won´t be the end of development but rather the end of the beginning. We have an intensive development plan already mapped out through 2020 all they way into 2021, filled a bunch of very exciting things we´re really looking forward to share with you all, but that unfortunately can´t just yet
:p


While we continue pushing, we are getting closer closer to AMS2 initial public release and with that in mind our goal is to wrap for the holidays in December with a solid Alpha build, leading into a solid Beta release in February closed to Reiza Backers, before finally reaching official release later in March.

To that end, here´s a recap of some of the work done over the last month.

Force Feedback Development

AMS 2 November Development Roadmap.jpg


In last month´s Dev Update we touched upon the development of a new FFB system, which I´m happy to say has been wrapped to very satisfactory results. Here are some words from our man @Domagoj Lovric summing up his work on this front:

"What forms the torque we feel on steering wheel? The torque acting on a steering system is attributed to reacting forces and moments on the tyre contact patch such as tyre load, lateral force, longitudinal force. These forces generate moment around steering axis, known also as "kingpin axis".

How much of an "influence" each of these forces has depends on mentioned steering axis, mainly inclination against vertical wheel line in longitudinal direction and inclination from a side view - better known as caster.

Aside from just taking angles into account, we also have (as consequence of this inclination) - steering axis projection on ground offset: scrub radius in lateral plane and mechanical trail (caster trail) in longitudinal. This moment around kingpin axis will transfer a force into the steering rack, via steering arm and tie-rod.

AMS 2 November Development Roadmap 2.png


The Formula V12 Hits the Track

One of our most popular releases in SCE / AMS was the Formula V12. The car was based off 1995-spec F1 regulations which imposed drastic aerodynamics changes following the tragedies of 1994. This led to the first cars of its generation producing far less downforce than at any other point from the early 80s to today. Combining that with a power reduction from 800 HP to around 650 HP as engine displacement was reduced to 3L meant that cars were more skittish, but overall less lethal.

Compounding the downforce loss, the regulation changes also led to mid 90s F1 cars becoming notoriously pitch sensitive, meaning aero balance would tend to shift considerably from front to rear depending front wing height. So the way to drive them fast specially through quick corners was to keep speed as high up and constant as the driver dared so the car´s attitude wouldn´t change so much and with it its aero balance, making it harder for its not-so large slicks to keep the nimble 605kg machines adhering to the tarmac.

That is one of the things that made Michael Schumacher such a standout performer relative to his peers over the course of that decade, as even though his driving style could on the surface appear wild and erratic due to the sheer volume of micro steering corrections mid corner, he was actually managing to keep the car in that higher, thin threshold of optimal aero performance that ultimately resulted in him achieving laptimes that would regularly embarrass his teammates with absurd gaps of 1-2s, specially on faster tracks.

It was an interesting challenge to try reproduce in the sim, and we felt we did a fairly good job of it in SCE / AMS´s Formula V12. A car with such sensitivity to minor inputs was always going to benefit from physics and FFB upgrades, so unsuprisingly it´s become one of the distinct highlights in AMS2 when combined with the more dynamic SETA tyre model, the higher input rates and now with a more unfiltered FFB system, resulting in a notably enhanced experience even with a lower level Force Feedback wheel - with a higher fidelity DD wheel it becomes positively organic.

It´s something that can only be properly appreciated from experiencing it - video previews are a poor substitute but since that´s what we can offer for now, here are a few laps of the F-V12 having its tyres literally flexed for a few quick laps around Kansai:


Here also you can also check out some of the latest shader developments from the track art team - while there´s much still we plan to achieve with this engine over the ongoing development cycle of AMS2, this is closer representation of what the game will look like on release.

Stock Car V8 - 40 Years of History

This year has been a landmark season for the Brazilian Stock Car series as it completed 40 years since its debut season back in 1979. The championship is still raging on, with the final race of year due to take place on December 15th, as usual at its spiritual home Interlagos.

The series of course is with which 10 years go it all began for us too as it was the subject our debut title Game Stock Car, released in 2011. The series remain one of our flagships and in Automobilista 2 we will celebrate its 40 years of History, not only keeping the original Opala Stock Cars and the current Cruze prototype from 2019, but expanding it with the Chevrolet Omega from 1999:

AMS 2 November Development Roadmap 3.jpg


coming seasons as the series shifts to become more true to its name and use more "Stock" versions of the street cars, albeit still powered by custom mighty V8s.

Below is a preview of what the new car is expected to look like - this and its GM Cruze counterparts are expected to debut at Goiania in March 2020, and you may look forward to making their debut in virtual tracks with Automobilista 2 around the same time
:)


AMS 2 November Development Roadmap 4.jpg


The exciting new cars along with some of the main cars that made up its history in the past 40 years are only a part of what´s in store for this new chapter of the Reiza - Stock Car relationship - more exciting things to come here, so watch this space
:)


Automobilista 2 Community Skins

A reminder that hose who join AMS2 Early Backing Campaign have the opportunity to become part of Automobilista 2 by creating their own livery for any of the various fictional or semi-fictional series in the sim:

AMS 2 November Development Roadmap 5.jpg


Automobilista 2 is scheduled for release in March 2020. You may pre-order Automobilista 2 through the AMS2 Early Backing Campaign - more information on this program and how to participate here.

If you are looking forward to Automobilista 2 but would rather wait for release, you may opt instead to add the game to your Steam wishlist via the AMS2 Steam Store page. to receive email notifications upon release and other relevant news.

That´s it for November - now on to December! We look forward to catching up with you again next month for the final and exciting news of 2019
:)



Automobilista 2 will release on PC March 2020

Excited about the prospect of driving AMS 2 for yourself? Post a thread in the AMS 2 sub forum and discuss the title with your fellow sim racing fans!

AMS 2 November Development Roadmap 6.jpg
 
And yet, like Renato said, they are the same physics engine, just with different tire models basically.

These keyboard warriors are amazing...

"Renato said" lol... Brown nose warriors. Now we learned that rf2 and project cars have the same engine. Go play Minecraft, dude.

"First off the parallels between ISI and Madness as far as tyre physics are concerned don´t follow - the tyre model is the one component of the physics engine that is completely different"

X-D
 
also the compliments would have to follow tha same treatment.
Of course they do, i'm not really making differences here...i haven't evaluated the context of it, or did i?

We are already getting long dissertations about, what is wrong or right about slip behaviour of ISI-related sims and how it has unnatural or natural behaviour and feel, with the product not even released. Fine, i don't want to make this another TLDR-like post. ;) (Too often i write too much, myself, without real basics)
 
"Renato said" lol... Brown nose warriors. Now we learned that rf2 and project cars have the same engine. Go play Minecraft, dude.

"First off the parallels between ISI and Madness as far as tyre physics are concerned don´t follow - the tyre model is the one component of the physics engine that is completely different"

X-D

Sorry, i don't feed trolls, your post history speaks for itself. Go play your harmonica elsewhere. ignored.
 
Of course they do, i'm not really making differences here...i haven't evaluated the context of it, or did i?

We are already getting long dissertations about, what is wrong or right about slip behaviour of ISI-related sims and how it has unnatural or natural behaviour and feel, with the product not even released. Fine, i don't want to make this another TLDR-like post. ;) (Too often i write too much, myself, without real basics)

I ran into you in rF2 forum. You're such a gentle soul The simracing needs person like you. :)
 
I ran into you in rF2 forum. You're such a gentle soul The simracing needs person like you. :)
Uhm, thx for the kind words^^' Could be sarcasm, i can be really salty, aswell in contrary, when disagreeing with something. :roflmao:

There are so many people out there, that are making this a great community in general. A buddy of mine (more of a gamer generally) has described the simracing community pretty good one time: "It's like an old peoples Bingo club, where everybody is meeting on the weekend to have some fun together." - Most members are bearable in their own way. :D but sometimes, it could be better, to be more patient and lenient with some things...(i'm not an exception, not at all :D )
 
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Nah... there's nothing subjective on that. If you can't instantly feel rF1 and rF2 physics engine are much more realistic than Project Cars then you should be piling blocks in Minecraft instead.
Pcars 2 is leagues ahead of rFactor 1. I mean, played a lot of rFactor back in the day but like many other great older games it shows it's age nowadays I am affraid.
 
@Spinelli I've seen your description of these alleged phenomena in several threads here at RD. I have to admit, some of your descriptions do strike a chord. I've never driven a RL race car or even driven a RL car at high speed (motorcycles were my thing in my youth). I get what you mean about snap over correction in racing sims, and about wheel spin seeming to be less controllable than one might expect. But like I say, I don't have the RL experience to judge for myself.

So, I have a couple of questions, and I'm not knocking you, I'd honestly like to know the answers. Firstly (there is no real point to this one, I'm honestly just curious), did you formulate these ideas completely on your own, or was it something that somebody suggested to you? Would you say that there's a body of like minded people that you've become aware of, before or since formulating these beliefs? Are you aware of any pro drivers (racers/test drivers/pro drift drivers) who agree with you? Could you give examples please and references. :thumbsup:

Secondly, I mainly race rF2 and AC. I actually much prefer rF2 from a pure driving perspective, but as I've always said, this could easily be because I owned/drove more ISI games (GTL, rF1, AMS, rF2) immediately before trying AC. Perhaps I got used to ISI physics and didn't like to change. I actually don't mind AC physics these days, so would that be a good place to look for a difference in the over correction and wheelspin behaviours that you mention?

Are you one of those who feel that ISI cars feel like they rotate EDIT: (pivot) around a central point?

Thanks in advance. :)
He is describing certain phenomenae and characteristics of the isi engine (and some other engines that used to be isi engines) that may or may not be realistic but in my opinion do exist. In the end the two questions are does these things really happen in isi engined (and other derivates) games and if yes is it realistic.

I do agree with him on some level. I've always found isi engines to handle weirdly over the limit. When doing power slides the car becomes insanely nervous as soon as the rear starts sliding. Back in the day of gtr the cars had so aggressively wrong grip at higher slip angles that slight oversteer would put the car into unrecoverable slide where countersteering only made it worse. Of course that wrong data approach has mostly died off and tires don't anymore lose all grip (cough ira.. cough) when they slide a little but that nervousness is still there in ams1 for example.

The way I'd describe these issues is that it is impossible to feel and predict the moment when the car is going to regain grip when recovering from a slide. Only thing that seems to matter is the steering. There is no throttle control aspect to slides in isi engines. There is no feel when the tires regain grip when counter steering so the answer is to just see saw the wheel from countersteer to center and hope the rear catches when your wheel is straight. The car just glides and glides. And then stops. Isi games also have this weird thing that small slides are almost impossible to detect sometimes. It is so common to spin out because the car is sliding in ams that I did not even notice. This same phenomena also makes all isi and so forth games feel totally dead when you drive a fwd car that is understeering. Once you go beyond the peak slip angle the car instantly goes totally dull and flat. No matter if you are 5 degrees or 50 degrees above the peak it is just totally dead and the car just follows this trajectory and nothing except braking harshly or unwinding the wheel does anything at all. Same phenomena but different end of the car.

These are issues that are shared by all isimotor games. Rf1, gtr, gtr2, gtl, raceroom, rf2 to some extent and pcars and their line of products. I don't find it in ac, iracing, gran turismo, live for speed, nkpro and lots of others.

From outside it is impossible to deduce what is exactly the problem. Is the tire load sensitivety borked when the car enters a slide, is there some simplification in the physics that rear tires for example have same slip angle all the time (they don't unless you do straight burnout) or is the integrator doing poor job at steady state slip angles. Or is it a graphical issue where some physics things are omitted from graphics so the car's roll and yaw don't follow exactly what the physics are doing which means the driver is not given the information. Maybe the rear suspension jacking force and kinematic dynamics have some issues or simplifications with how the suspension moves when there are big lateral components to tire forces. Or maybe the data goes in is somehow too extreme which creates this "emotionless sliding" or the physics engine steps can't differentiate the bit where throttle and small steering inputs should cause tire loads to fluctuate. Which should cause the slide change its trajectory which should then feed back to ffb and visuals with camera rolling more or less with the car body and so forth. Or maybe one of the physics elves falls off the rat wheel when the lateral forces get too big. I'd say it feels more like longnitudinal tire issue than lateral tho. Live for speed was little bit similarly overly sensitive to steering and dead in slide before 2006 when it received its last physics update. Or maybe it is the force combining that does something weird when the two big force components are near equal in size. I mean it can be billion things. Or maybe real cars do that too. I've done couple of trackdays and I never had anything like that happen to me but then again I don't rate eye witness testimonies reliable for building a simulator and physics.

I think ams1 for example feels fantastic when you are near the peak slip angle. It gives great feedback there and doesn't do weird things. But when the rear steps out catching it is like throwing darts blindfolded. Did I get the target, did I hit the wall or did I throw a pencil? As a phenomena of isi games it is pretty much instantly recognizable for me. Of course I don't want it like ac which is too easy and controllable. I think these transient states are probably really difficult to get right because there is so little data about it. I'm sure they are the hardest thing to program as well or check even if you have the source code. And at the same time there are things people get used to. Even if some behaviour is not right you sort of get used to it and even expect it when trying a new sim. Even if you don't recognize what it is you can tell something is off if the sim has it or doesn't and you are used to the other. So in that sense it is possible to become blind to this issue if all you have ever driven is mainly isi based sims.
 

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