AMS 2 | Release Delayed to March 2020 - Jerez Confirmed

Paul Jeffrey

Premium
Reiza Studios have released their October 'Development Roadmap' for Automobilista 2... and it contains plenty of interesting news, a new laser-scanned circuit and a delayed release window.

With the successor to fan favourite Automobilista well into development prior to hitting public release, these Reiza roadmap posts keep getting juicier and juicier each month - and the October edition is certainly no exception!

Although packed full of interesting news, images and videos, one bit of information that will undoubtedly cause some disappointment amongst the community is confirmation that the release window of December 2019 has slipped to early 2020, with March floated as a provisional new release period for Automobilista 2.

With that news aside, you can check out the full October roadmap below:

Hello again folks!

October has come and gone - another month of intense work for us as we enter the latter stage of Automobilista 2 development before its initial release.

After months grinding away producing, updating and exporting a large number of cars and tracks, figuring the ins and outs of the new game engine and developing the required additional resources, things are now beginning to take form and potential is starting to turn into reality as the focus shifts from assembling the meat and bones of the sim to fine tuning the game into a cohesive whole.

There´s a lot of work still to be done to achieve that, so let´s go over where we are
:)


AMS2 Release Schedule Update

Beginning with what may not be so good news - although things have been progressing nicely and more or less within the planned schedule, with most major issues already cleared and a large content base already in place, we have decided to push release a bit from December 2019 to March 2020.

This is not a decision we have taken lightly - we understand many people are anxious for AMS2 to come out (not least ourselves), and even if we might have been able to just get to a releasable state by December, the content, features and polish we can add in these 3 extra months more than justifies the delay and will ultimately lead to a stronger launch for Automobilista 2.

For Early Backers the wait will be a little shorter as Automobilista 2 Beta should become available in February.

In the next two months we will be fleshing out our plans for Automobilista 2 in more detail, which hopefully will make the extra wait more understandable as well as more bearable
:)


For now, here is what we have been up to this past month:

Progress, Progress Everywhere

AMS2 super v8.jpg


On top of many cool cars and tracks continuing to make their way into the game (like this sweet new and revamped Super V8), we covered a lot of groundwork in various essential fronts of the sim. Some of the highlights:

Physics & FFB - We have made a couple of small but significant adjustments to the physics code, crucially fixing a bug in unsprung inertia calculation (which was already fixed in AMS1 but not yet in this version of the physics engine).

We are also working on a new FFB system which basically works very similarly to Realfeel system used in AMS1 (basically converting the forces coming through the steering arm into the FFB).

The combination of bridging these gaps with the ongoing development of the physics derived from AMS1 and a growing understanding of the SETA Tyre Model is starting to net some very exciting results - Over the next two months I´ll try to expand a bit more on where these improvements are coming from, but for now I can say we´re growing more confident that the overall physics and resulting driving experience in AMS2 is going to deliver the step forward we hoped to achieve.

AI - A lot of attention was given to AI this month. One of the main differences vs AMS2 AI is that while the player physics run the SMS SETA Tyre Model, the AI runs on a Brush Model similar to what we had in AMS1 which was by and large the same as the player´s.

This means both models need to be developed for each tyre type so that the AI has tyres that match the characteristics and performance of the player be that on straights, in and out of corners, running cold, hot, under or over pressure, come rain or sunshine and over a wide range of difficulty and aggression settings - a lot of variables to fine tune.

Luckily we do have quite a bit of experience with a similar AI code and this fine tuning process, and elsewhere in the code SMS has been very thorough in making AI functions fully parametrized, making it an easier (if still time consuming) process to experiment and fine tune the AI to get them to perform, behave and battle as one would like in all conditions.

There´s still some ways to go to make things work smoothly accross the board, but the good news hopefully demonstrated in the previews below is that we have the resources we need to get the AI as good if not better than AMS1 already for initial release, and then build on that with new features to try make AI racing more satisfying than ever before.


AMS2 Dedicated Tool - Another important milestone has been putting together the AMS2 Dedicated Tool so servers can host multiplayer sessions not necessarily through the game itself - this was one of the main requests we received from leagues and luckily here too we were able to rely on SMS providing us with something that was already over halfway there and we are now pushing accross to hopefully a releaseable state in v1.0

Weather & Climates - Similarly we´ve been doing some work on various weather and climate profiles to achieve more accurate rain volume, lighting and temperature ranges for the various locations we have in the sim - significant even within a country of continental proportions like Brazil where climate varies a lot from the southern tracks to the ones further north.

These weather and climate profiles also affect how much rain you may get in different places and the temperatures will affect how quickly or not it dries up.

It also helps recreating the kind of warm summer sunset you´d experience at a seaside italian kart track as can be seen here in intense VR glory:


3D Animations

One new front we have started tackling this month are 3d animations, as even though we have been able re-use some of the assets that came with the engine for things like driver animation, animated crowds and pit crews, there is a lot more that can be done elsewhere. For cars specifically, the suspension assembly is now fully articulated; then there are wipers, vibrating components, damage, switches and a bunch of different things we can add to make the environment both inside the cockpit and out more lively.

To help us out making quicker progress on this front we have partnered up with a South African Studio whose expertise is already proving invaluable getting us up to speed on this front. Below you can see a demo reel of various such animations being added to the Caterham:


Jerez Coming for Automobilista 2

AMS2 Jerez.jpg


We are thrilled to confirm another traditional circuit is coming for Automobilista 2: Jerez de la Frontera is a challenging Spanish track of rich heritage, having hosted several GPs in the 80s and 90s and continuing as popular testing venue well into recent years.

Jerez was stage to several historical moments in F1, from the classic 1986 photo-finish between Senna and Mansell, to Senna´s record-breaking 50th Pole Position in 1990 following Martin Donnely´s massive accident, to the infamous Villeneuve-Schumacher title deciding collision in 1997.

As with other recent tracks, Jerez has been modelled for Automobilista 2 with the aid of accurate LIDAR data, and will be included in the initial release of the sim. Also as per usual when going for circuits of such history, we plan to include the historical layout used through the 80s, although most likely after AMS2 release.

Jerez has been one of the tracks we have managed to fast-track licensing and production thanks to the influx from the AMS2 Early Backing Campaign, so thanks to everyone who has already opted in and helped us move this along!

Automobilista 2 Community Skins

Last month we announced that those who joined the AMS2 Early Backing Campaign would also 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.

Some great results are already coming in and several drivers have already earned their place in the AMS2 grid, such as this beauttiful F-V10 by @Bruno Mendes

AMS 2 Community Skins.jpg


If you also want to be a part of AMS2 there is still time - check out the AMS2 Early Backing Campaign!

That is all for October! Even though release may not be quite around the corner anymore we are confident there is still plenty to look forward to before the end of the year as we outline our 2020 roadmap for Automobilista 2 - plenty of exciting news on the way still so stay tuned

AMS 2 Cars.jpg



Automobilista 2 is expected to release March 2020 for PC.

Keep an eye out on the AMS 2 sub forum here at RaceDepartment for all the latest news and discussion about this exciting upcoming new game.

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Sim Racing is awesome!
 
I will also admit to being triggered by your assertions that the SMS devs are/were 'lazy'. They aren't and weren't (just as Reiza's developers surely aren't): During WMD development I witnessed a group of passionate developers who on numerous occasions submitted code late at night during the weekends and who worked their backsides off to meet tight deadlines.

I was also triggered by your use of certain terms, but perhaps I read more into said terms than was warranted. And as always, you are of course entirely entitled to your opinion and your frustrations!

Thanks for your thoughtful reply. And upon reflection my comments, especially the "lazy" one, were aimed at a general audience, not someone with personal knowledge of the individuals involved and therefore could easily trigger someone. What I meant by "lazy" was not really lazy in the individual sense at all, but a dev/corporate situation where (likely) financial pressures related to deadlines, budget limitations, skill limitations or some combination of the three resulted in a product coming out that was unfinished or unrefined in this key simulation area--therefore ruining (for me and many others) what could have been a much more impressive title and experience.

Ian Bell himself has acknowledged almost as much and I believe that the SMS and Reiza partnership is intended to help prove how great the Madness Engine really is (in preparation for the next SMS title). The ISI engine is also fantastic, but can be "ruined" by an absurdly bad UI and inconsistent polishing of content. Reiza is the only sim racing dev I have seen that takes the polishing aspect as seriously as I require to accord "full respect." They will also acknowledge that they don't have the unbelievably complex and difficult task of producing an actual sim engine. I will counter that the small independents also have a tiny fraction of the overall resources and profit margins of the larger developers.

I made money from investing in PC, though it was a major disappointment to me as a user. I bought PC 2, as I do many racing titles, just to show general support for the genre (and I probably got it for "free" due to the PC situation). I really only started to use it when I discovered that AMS 2 would be built from the same basic core (with some interim updates). I spent years tinkering with rF2 as you have with PC 2. It used to bother me when people would dismiss rF2 because it was too much bother to decode and set-up, but finally I had to admit that after YEARS of not addressing these concerns the devs were deaf. After the feedback from PC, if SMS released PC 2 with similar or the same issues, then they were also deaf and not deserving of patience. If Codies releases the same F1 title how many years in a row with the same debilitating issue that are immediately identified and slammed by the user base, then why should I support them? Because they are making a ton of money with giant marketing campaigns that trigger impulse purchases (mostly for consoles) while ignoring the loyal customers who would like to support a new version every year, but that actually gets better over time?

So, please do not take my comments personally or as attacks on individuals. They are/were aimed at industry trends that I find very disappointing and, more importantly, easily avoidable if quality was the number one priority.
 
I may be asking a stupid question... but will all the AMS content be included? Super Trucks? Just wondering.

I wish they would add... Pro Offroad Trucks and dirt tracks
 
but will all the AMS content be included? Super Trucks?
this for your content question
and this for super trucks
 

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