AMS 2 | Release Delayed to March 2020 - Jerez Confirmed

And please understand, I wasn't tearing it down, I saw the screens from months ago (beautiful). Its just that when the videos were posted, I thought, what the hell happened? It was like development went backwards... or something. :sneaky:
And of course the photos posted above are excellent. But to be honest, it wouldn't have mattered to me anyways - I'm still buying it the day it comes out heh.

Look forward to January, and the monthly updates of course.

edit: you posted the exact same time I hit Enter :roflmao:
 

2stains

500RPM
Still I don't know if Madness engine was the best choice. Except for the light occlusion, AMS 1 in 4k with all maxed out and a proper PPfilter to remove the saturation of the palette looks a lot better. Those videos reminds me NFS shift 2.
What PP filter do you recommend? I agree AMS 1 does look good when maxed in 4k but always like trying new filters to get the color right.
 

2stains

500RPM
Cheers, and apologies if that came off a bit defensive - the guys are really working super hard on all these tracks in what is a pretty grueling schedule, it may be Im the one not doing them enough justice in these dev updates :)
Looks really nice mate, I appreciate all the works Reiza are doing. I have a question of trees, are they just place holder atm in the Caterham video? They look like AMS 1 trees but not even as nice, will you be making the trees 3D like pC2 or using AMS 1 billboard trees? If it's billboard type will you make them better than in that video?
 

2stains

500RPM
I am very confused about this...



Does it mean that, in the rain for example, the human player will struggle to keep the car on the track while the AI will just whiz by like in Project Cars 2?

Why does the human player and the AI do not use the same tyre model?
It may be something like how ACC use the same physics as player for their Ai so CPU suffers massively when trying to play with large grids. Maybe....
 

KittX

250RPM
Looks really nice mate, I appreciate all the works Reiza are doing. I have a question of trees, are they just place holder atm in the Caterham video? They look like AMS 1 trees but not even as nice, will you be making the trees 3D like pC2 or using AMS 1 billboard trees? If it's billboard type will you make them better than in that video?
Those are/were placeholders indeed. Majority of trees will be indeed billboards, but there are changes in BB shader that are in progress now. There are few reasons why they're left billboard. But I'm looking into the ways of incorporating some 3d trees alongside with billboarding. The key factor here is minimizing the inevitable unwanted side effects you get with 3d trees more or less in any current game engine. But for majority of tracks the foliage will remain billboard, with some new features though.
 
Last edited:

2stains

500RPM
Those are/were placeholders indeed. Majority of trees will be indeed billboards, but there are changes in BB shader that are in progress now. There are few reasons why they're left billboard. But I'm looking into the ways of incorporating some 3d trees alongside with billboarding. The key factor here is minimizing the inevitable unwanted side effects you get with 3d trees more or less in any current game engine. But for majority of tracks the foliage will remain billboard, with some new features though.
Are you part of Reiza?
 

Renato Simioni

Reiza Studios
Have I missed something? I've already spent $130 aud on this sim, is this including said track pack?
Thats base game content, not including DLCs (although to be precise it will be closer to 40 tracks in initial release, with 10-15 more being added as free additional content over its life cycle).

It sounds like you bought into the Early Backing Campaign which also includes various DLC packages (cars and tracks).
 
Last edited:

2stains

500RPM
Thats base game content, not including DLCs (although to be precise it will be closer to 40 tracks in initial release, with 10-15 more being added as free additional content over its life cycle).

It sounds like you bought into the Early Backing Campaign which also includes various DLC packages (cars and tracks).
Yeah mate , i have level 3 (i think) pre order purchase and saw this 50 tracks for $40 and wondered if that was in the season pass pre order i already had or if there was more needed to get those track . I need tracks over cars as long as the cars i want are there i just learn new tracks instead of changing cars until i feel im close to its limit .
In other words TRACKS TRACKS TRACKS is what i want to hear :cool:
 

Spinelli

1000RPM
I'm glad it's delayed. I'm a fan of Reiza and delays usually means more work and a better final product.

AMS1 is currently the sim I play most and yet I've barely played with more than 5 or 6 cars and 10 or so tracks the last 2 or 3 years, not because the other cars are poor or anything like that but because I have so much fun and challenge with the cars I am using that it just doesn't really occur to me to change cars.

Then there's the tracks. I could probably stick with the whole AMS1 track-lineup and nothing else for the rest of my life, at least 10 years. The tracks are so good!

The combination of amount of cars & tracks and also the variety of types of cars in AMS1 could honestly last me over 10 years. So many combinations!


Back to AMS2.

I still think there's work to do in the physics engine. Most oversteer is still very ISI/RF/ProjectCars-ish with more of a reaction-snap-then-snap-back moment (from both the driving technique perspective as well as the way the car itself behaves). The slides are controllable in the sense that you can save them and therefore not spin but there's sooo much more to oversteer and rear-wheelspin than just "can I not spin."
The slides in that Caterham video, while obviously being very saveable, just don't look realistic and they're always so similar: the car steps out. apply opposite-lock (or do the weird rFactor thing where you just return the steering to centre while the slide dies on it's own), and the car snaps back in line.
There's also still this elastic-like, reboundy snap-back when it's time for the car to reduce it's slip-angle and straighten back again. It's like a rubbery tension where the car is imprecise and dare I say "sloppy" when the car reduces slip-angle and the rear comes back in line to finish re-gripping. It's kind of like a damper (shock absorber) has failed.
Also, the "middle" portion of the oversteer is still severely lacking (like in so many ISI/rFactor/ProjectCars-based games/cars) - the middle part of the slide is when the slide is not getting bigger nor smaller but staying static while you hold the opposite lock while the car follows it's line. During this "middle part," you can adjust the wheelspin and vehicle's attitude in a very controllable manner and you can dictate whether the slide continues or re-grips, whether the slide-angle gets bigger or smaller or stays the same while you keep enough throttle on to keep the wheelspin going. You don't need to have a drift car or a specific setup to do this. This is often done in pretty-much any vehicle (F3, road cars, karts, trucks, F1), in any condition (rain, dry, snow).

Also, with regards to the kart in the video. It has a very, very Project Cars-ish sense to it. It steers into corners with so much steering lock, not to mention the grip changes during that front steering lock seems very, very unresponsive & sluggish. It looks like a heavy car driving with a flat or partially deflated front-tyre (while using a kart body as placeholder graphics). The AMS1 karts are more kart-like, let alone KartKraft, RF2 (old ISI karts, not KartSim), and Kart Racing Pro. If Reiza can get a combination of let's say 50% KartKraft physics + 25% RF2 kart physics (the old RF2 karts from 5-ish years ago, not the KartSim karts) + 25% Kart Racing Pro karts, they would have some pretty special karts.


P.S. True story. I actually raced an F2000 with a failing rear damper. At first, the mechanics didn't believe me that it was failing. They even got a "more experienced" driver to test the car who said it was fine. I was trying to convince them it wasn't fine and that it was VERY obvious. Well, a week or 2 later, that same rear-damper completely failed out on track. The mechanics never even came back to me to tell me I was right or to apologize for so strongly disbelieving me when I tried so hard to convince them (jerks, lol).
 
Last edited:

Ruy Horta

100RPM
Reiza isn't very good with deadlines either huh?? Considering the rF2 Reiza pack got delayed by 8 months!!!
Speaking of rF2, now I wonder what will come first, rF2 UI or AMS2?? :sleep:
Who cares about game deadlines, that’s like a child waiting for a toy.
Sure it may disappoint a little if you are eager. It is not like we lack alternative distraction...

We can discuss maturity of the product and post release support, butbthat would be preaching for the choir, right.
 

turbo86

25RPM
I wonder how a lot of people in here will react when they realize that this is PCARS2 under the hood. Oh no.....i spoiled the surprise....
 
yes, track dev.
Just do them in 2D please, computers nowdays are not ready yet to renders good looking real time trees with heavy physical calculations, I am done taking performance hit because of ugly looking 3D trees and vegetations, I much prefer some good textures and shaders craft with good the track surrounding over bugy herbs ,this will truly make the game immersive graphics wise.

Focus on good texturing and shading, look at ACC, they have a very powerful graphics engine but it still looks average because of the half assed tweaked shaders.

Madness engine is a very good compromise in term of performances, but there is some room for improvements, like the sky clouds fake volumetric do sometimes looks wrong (bizzare edge light diffuse), and at the night the wet track surface which look very weird too.
 
Last edited:

David Wright

1000RPM
I wonder how a lot of people in here will react when they realize that this is PCARS2 under the hood. Oh no.....i spoiled the surprise....
You are very late to the party. Find out how they reacted here

 
I prefer the "It will be ready when it´s ready" kind of thing. It hurts only once. But anyway, i´m pretty excited for this.
Just please don´t forget to make those skin pack series folder files editable..;)
 

G_B

25RPM
In itself, it's better to have a game almost finished marketing, than a game whose final version will be released a few years later.

It's even better when you know that the game will actually come out and it's not an effect of an ad or a project that disappears from the radar
 

melanieuk

250RPM
I wonder how a lot of people in here will react when they realize that this is PCARS2 under the hood. Oh no.....i spoiled the surprise....
No different to how they reacted to GTR1, 2, GT Legends, 2PEZ sims, Sim Raceway, The Race 07 series of sim, Race Room all being rFactor under the hood. :sneaky:
 
No different to how they reacted to GTR1, 2, GT Legends, 2PEZ sims, Sim Raceway, The Race 07 series of sim, Race Room all being rFactor under the hood. :sneaky:
GTR1 was released before rF1, like some others of ISImotor offsprings. The ISImotor foundation is from the late 90s :sneaky:

But yeah, it is surprising, how many titles are indeed still Image Space Incorporated infuenced...heck, they were published by EA one day :confused:
 
Top Bottom