Automobilista 2 | Mt. Panorama Confirmed in December Development Update

Paul Jeffrey

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Reiza Studios have ended the year with a bang, confirming the much desired Mount Panorama will form part of the base AMS2 release this coming March - with plenty of other goodies included..

Yes, the great Australian race track will be part of the new Automobilista 2 racing simulation once it releases in 2020 - adding one of the most desirable circuits in virtual motorsport to this impressive sounding new title.

With 2019 coming to an end at the toll of 12pm tonight, Reiza Studios have used the opportunity to release one final roadmap of the year - and it's packed full of interesting and exciting news, of which you can read about in full below;....

The full 'Development Roadmap' post from December can be read below:

So here we are for the final Dev Update of the year!

Many of you will already be in 2020 by the time you see this - we however are still at it in what are the very last hours of 2019 in order to meet our final AMS2 milestones of the year!

It hasn´t been much of a Holiday Break so far - fittingly I get to switch off the figurative lights before I myself get some downtime to celebrate the beginning of what promises to be a great year. Then it will finally be time for some proper rest time before resuming on January 2nd
:)


We aren´t complaining though - or at least no-one has yet to me
:p
It is indeed an exciting time as AMS2 is finally coming together it just keeps drawing us back. I have been away from my sim rig for only a few days and I already can´t wait to get back on it
:)


On to the mission at hand then, which is to share what we have been up to all the way to these final hours of 2019!

AMS December Roadmap 1.jpg


Endurance Brasil - What a Series

For the third time this year we have visited an Endurance Brasil race for data research and collecting reference material. It´s always a productive visit and a good time as the Series is incredibly diverse and the participants are almost invariably an accessible, friendly bunch, many of which fans of sim racing as well.

This is a truly sui generis series that stand out relative to other Endurance and Sports Cars championships - part of it is due to the sheer diversity of machinery and the garagist spirit that permeates the pit boxes filled with a mix of state-of-the-art GT3 machinery, daring high-performance, custom build Prototypes and some others so unique they are hard to even describe :) They all hit the track together for races usually ranging from 4 to 6 hours in duration with 2-3 drivers sharing the same car.

Most of you will already know that AMS2 will continue to feature complete seasons of pretty much all major Brazilian racing series and we very much intend to include this one as well - we don´t yet have an official agreement with the series but conversations are ongoing and it should hopefully be a matter of time as we go into the off-season.

We do have agreements for several of the cars present in the series though, with many of them already in-game - and what a mix it is! The regulations (or relative lack thereof) are incredibly permissive and allow for some crazy experimenting - think of 1970s autoracing with 21st century technology and you start to get the idea. The classes ranging from GT4 to P1 Prototypes are sorted on some fairly basic powertrain and weight specs, but within each class there´s a whole lot you can play with.

Want to develop a DRS-type system for your Prototype and use it with no restriction whatsoever, basically as long and wherever the driver dares? Go for it. Want to try your hand at creating your own concept prototype? This is the place to do it. Want to experiment with a variety of electronic systems to improve the performance of the car? There´s not much you can´t do!

You can even buy yourself an early 90s Ralt Formula 3 car, cover the wheels with some extra bodywork, bolt a Hayabusa turbo on the back and go racing - that´s exactly what the concept of the Roco 001 - the crazy thing pictured below which competes in the P3 class.

AMS December Roadmap 2.JPG


Goes without saying this thing just screams (quite literally) to get into AMS2, so obviously we´re on it
:)


The whole series in fact makes for an immensely compelling subject matter for a racing sim and we very much intend to go the distance with it. We won´t quite have the full 2020 field on release (not least because new cars are expected to make the grid) but we´ll have quite a few and gradually build on that over the initial months to hopefully feature the full series in all its glorious madness!

Audio Development

Endurance Brasil races are also always a good opportunity for some fresh audio recordings given the sheer variety of engines being used accross all classes. From small 4cyl Turbo engines to the V12 on the Aston Martin, with V8s, V10s and everything in between over the various GT and Prototype classes.

Over the course of 2019 we had a couple of new hi-fi recorders and mics doing the rounds on various events in Brazil and Europe to boost our audio database which we then use to sample and create sound sets for the various cars in the sim.

Most of our preview videos published so far feature samples ported from AMS1 - many of them also sampled from similar real recordings, but some admittedly in need of an upgrade. The new material will gradually make its way into AMS2 up to release and beyond in new sets for the new cars as well as updates to older sets in need of a refresh. Audio will indeed continue to be one of the core development focus of AMS2, not only on the sampling side but also as we continue to try maximize the potential of the FMOD engine as well as we´re able.

AMS December Roadmap 3.jpg


By next month we hope to have a couple of real x sim comparisons to share so you all can hear how things are coming along and get a better sense of the audio experience we aim to deliver with AMS2.

Art Development

This month we have pretty much wrapped the environment art standards we will be aiming to retain for initial release - these include developments to the various shaders, callibration of climate settings and various predominant textures which serve not only to improve the visual quality of the sim but also optimize resources and performance.

These standards will now be propagated to all tracks currently in the sim so that they remain consistent accross the board.

The climate settings are particularly relevant so the various locations look their actual part - from the typically british green of Donington Park or the relatively arid equatorian look of Ibarra.

AMS December Roadmap 4.jpg
AMS December Roadmap 5.jpg


The track art passes also include plugging all the extra temporary objects - crowds, tents, fast-food stands, portaloos, rescue vehicles, cars, vans, flags, and all other elements that typically compose the environment of an active venue during a race weekend - not forgetting to observe reasonably accurate placement and design styles according to the track´s location and era:

AMS December Roadmap 6.jpg


Naturally these standards are ever-shifting as the team continues to find further room for improvement through code tweaks, new techniques and ideas - once enough of these accumulate it will be time for a new art pass in order to bring all tracks to this same upgraded standard - the point of this wholesale approach being to retain as well as possible a level of consistency accross all tracks in the game so that they continue to belong to the same virtual World.

Car Livery Updates

On the car art front, one area that users have pointed out we should dedicate more attention to is the design of fictional liveries for the various fictional Reiza Series in the Sim, something we intended to address when we announced we were looking for a designer to fill the position.

Following applications from several talented designers, we are happy to confirm the team has recently been boosted in this particular dept. and the results are already beginning to show.

These include the development of various fictional sponsor logos which will be used accross the various Reiza series - they will also vary to match the era of the cars they´re being plugged into.

image_2019_12_30T10_41_40_954Z.png


Below is a preview of the results in action with a couple of sexy-looking F-Classics:

AMS December Roadmap 8.jpg


For now the work is concentrated on the newer models but there will eventually also be a revision of older models which may be in need of some fresh paintjobs.

Timely reminder that you can also join AMS2 Early Backing Campaign and get the opportunity to become part of Automobilista 2 by creating your own livery for any of the various fictional or semi-fictional series in the sim.

Mount Panorama Coming to AMS 2

We are thrilled to announce that the unique Mount Panorama Circuit at Bathurst is another World-class race track confirmd for AMS2!

The annoucement follows one of the polls we have launched in Reiza51 so that Backers could influence our choices for what tracks, cars and game features to prioritize for AMS2 - the polls are still open for backers to vote but Bathurst is already the runaway leader on the Track Poll, and we were more than happy to follow that lead to get the agreement signed before the end of the year.

The track should enter production soon but it´s unlikely to make the initial release in March - it should not be long after release though for it to be added in for all AMS2 users to enjoy!

Once again Early Backers have played an essential role in granting us the means to secure this license before initial release. We have some other tracks and cars lined up so if you wish to see some more major licenses there is still a few more weeks left to join the Campaign!

We Are Hiring

We are looking for developers to join the team in both full or part time positions - more details about the positions and requirements here. If you fit the bill and wish to start 2020 in full throttle mode alongside a team of passionate people we´d love to hear from you!

AMS December Roadmap 9.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 all for December and 2019 - AMS2 is now on the final stretch with only two more Dev Updates before the game is due for its official release. We are very much looking forward to it!

In the meantime we wish you all a great 2020, may it be another great year for sim racing!


Automobilista 2 will be available exclusively on PC around March 2020.

Got a question about the sim? Start a thread in the AMS2 sub forum here at RaceDepartment.

AMS December Roadmap 10.jpg
 
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Reiza do a free game on Steam, Copa Petrobas or something, Based on AMS1? Might be worth you downloading and trying out? Won't cost you anything! Cheers.
Copa Petrobas de Marcas is using the same physics as their previous sim, Stock Car Extreme, before they massively upgraded the physics for AMS.

It's not a bad sim, and it's free, but I think the physics feel too simple and "old" so it shouldn't be used as a point of comparison with what Reiza achieved with AMS.
 
As a Brazilian and huge fan of our local endurance championship (been watching it in-loco every chance I had), I am very excited to know that they are giving it special attention. It is an amazing series, one of my favorites.

I even made my own "mod" series in AMS1, combining everything available in the sim to make something similar. One of the few things I still do offline.

It is a hardware challenge because the grids for these races have 30-40 cars, and there are barely 2 cars of the same model, lol. So many different 3D models for the GPU/RAM mem to handle... Being part of the official content, hopefully that will be well managed
 
I feel bad for myself when a X Youtuber says: "buy this car, this is the best car, the previous version was rubbish" and next car released he says "buy this new car this is the best and the previous is rubbish". You get me?
Maybe testing it in advance (R3E gives the opportunity) should bring you more reliable impressions, than taking X Youtubers review for granted/at face value and feeling bad for yourself, because of that...
Just saying.
 
Totally have trust in these guys that they'll deliver - but what I would also really like is the telemetry of Automobilista 2 to make my buttkicker give the level of specific intensity like Assetto Corsa does for it. Project Cars 2 makes my buttkicker feels lame so whatever Assetto Corsa does, it does it a lot better. This is one of my main day 1 worries when it comes to Reiza using the Project Cars engine. Other than that can't wait
 
What is the oppisite of my idea? Well what is happening nowadays:

I feel bad for my self when I buy the Porsche Cayman Clubsport and then R3E forces me to buy it again because GT4 class has different liveries. Then R3E now suggest me to buy it again because this is the 2019 version.

I feel bad for myself when a X Youtuber says: "buy this car, this is the best car, the previous version was rubbish" and next car released he says "buy this new car this is the best and the previous is rubbish". You get me?
It's almost like you expect people to work for free. :rolleyes:
 
Having never gotten around to trying AMS1 despite meaning to, perhaps I should now shelve that idea in favour of AMS2. Is it reasonable to assume that it'll supersede the original?
Probably, but if you're a fan of mods, then you'll want AMS1 as there won't be mods in AMS2. Look at the mods for PCARS2 and you'll see no mod tracks plus huge hoops to jump through if you want to add a car mod.
 
I only have limited time to try new sims instead of dedicating my years to one sim and paying thousands of dollars on it.
iRacing is the only one that will cost you thousands. Be a good consumer, buy only that which you will use, and wait for stuff to go on sale instead of paying full price.

"Thousands", really?

P.S. For example, AMS Ultimate Edition is a mere $14.95 US if you buy it NOW. That's the game with all the content, nothing more to buy.
 
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THIS FOOKING DLC TREND LITERALLY HANDICAPPED THE DEVELOPMENT OF SIMRACING FOR LIKE 10 YEARS.

Study 10 recent updates of any sim you find 9 of it is DLC and 1 of it is real DEVELOPMENT to the sim.
During the last 10 years, huge technological steps have been made in the sim racing genre. Not any sim came out in a good state, apart GSC and AMS, which were based on an old engine. The dlc trend has financed this development process, for sure it didn't handicap it at all.

Reiza continues to do it its own way, by basing its new game on a mature engine, which allows to focus on what they do best, avoiding the issues of an engine development. As for the additional cost for some content, well, only the pcars series have offered a huge amount of content in its core game (and you still had to pay to get more). AMS did that too. But, for pcars, offering so much content in a new engine brought some troubles.

I think that with the madness engine and the unreal engine, which is on the way to be effective for racing titles, future sims will be easier to produce and, as with AMS2, we will get high quality titles with lots of content. And indeed, if these games are made to last 10 years, dlcs are mandatory to keep the development team alive (they need to eat sometimes...). I prefer speding money on dlcs during 10 years supporting a good sim, rather than paying full price an evolution of a title each 2 or 3 years (pcars...). For sure, the developper must do it right and not focus only on new content to sell (raceroom? Rfactor2? Depends on what you expect but they developpent is complicated and I don't know where they are going, considering their competitors).
 
And indeed, if these games are made to last 10 years, dlcs are mandatory to keep the development team alive (they need to eat sometimes...). I prefer speding money on dlcs during 10 years supporting a good sim, rather than paying full price an evolution of a title each 2 or 3 years (pcars...).

I don't think AMS2 is intended to last for 10 years. I think they've said 3 years, though given the inevitable delays it will probably be 4 or 5. AMS was planned to be replaced in 2 years by Reiza17.

I think the long-term dlc strategy does inhibit development. In one of his AC development steams, Stefano said he would like to increase the physics tick rate of AC but was limited by the minimum requirements spec for the game. The thing about making a new game is you have to make it clearly better than the old one and I think this pushes development forward. If you adopt a 10 year development model then not only do you fall behind in terms of graphics engines and support for the latest multi-core processors, you also end up with the problem of ageing content.
 
Just in case there is any confusion, Bathurst is going to be included in the base game, not as a paid DLC. In fact with the exception of the Senna Mclarens which appeared in the first trailer, all of the content shown so far will be included in the base game.

AMS2 will receive monthly game updates and regular content packages, most of them free additions to the base game. The exceptions will be a limited number of premium tracks (which will also include historical versions of that track, similar to AMS1) and large Expansion Packs featuring both cars and tracks revolving a certain theme, large enough to be a new game within the main game, where the more specific appeal and substantial licensing costs involved warrant the extra charge. The largely self contained nature of these Expansion Packs however will mean users can opt in or out of them without it necessarily affecting their engagement with the rest of the game.
 
Yes AMS2 will supersede AMS. Presumably Kunos were careful not to call ACC "AC2" to highlight to anyone too lazy to read the steam description of the game that it wasn't AC2.
Thanks! (And my reference to AC2 was a wee bit tongue-in-cheek, because they chose for their own reasons to put "AC2" in the name of the ACC executable (and even its folder). Dunno if it started life as more of a straight sequel, but it certainly ended up being qualitatively very different.)
 
Just in case there is any confusion, Bathurst is going to be included in the base game, not as a paid DLC. In fact with the exception of the Senna Mclarens which appeared in the first trailer, all of the content shown so far will be included in the base game.

AMS2 will receive monthly game updates and regular content packages, most of them free additions to the base game. The exceptions will be a limited number of premium tracks (which will also include historical versions of that track, similar to AMS1) and large Expansion Packs featuring both cars and tracks revolving a certain theme, large enough to be a new game within the main game, where the more specific appeal and substantial licensing costs involved warrant the extra charge. The largely self contained nature of these Expansion Packs however will mean users can opt in or out of them without it necessarily affecting their engagement with the rest of the game.
Absolutely more than happy than happy with this,...and Bathurst included with a Supercar ( going by the image shown):inlove::thumbsup:, plus regular updates / expansion packs, mega variety and unique content...this is indeed going to be the 'Holy Grail of Sims' :inlove:...looking forward to Reiza's AMS2 is an understatement.:) (personal opinion)
 
As a Brazilian and huge fan of our local endurance championship (been watching it in-loco every chance I had), I am very excited to know that they are giving it special attention. It is an amazing series, one of my favorites.

I even made my own "mod" series in AMS1, combining everything available in the sim to make something similar. One of the few things I still do offline.

It is a hardware challenge because the grids for these races have 30-40 cars, and there are barely 2 cars of the same model, lol. So many different 3D models for the GPU/RAM mem to handle... Being part of the official content, hopefully that will be well managed

Fear not, this might go some ways to explaining how they deal with it.
Unreal Engine - Creating and Using LODs
 

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