Automobilista 2: The Big Interview (Part 2)

Paul Jeffrey

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AMS 2 Interview 6.jpg

The second part of our big interview with Reiza Studios is now live! Read on here...

When the AMS 2 announcement dropped the community lit up with reaction and comments, plenty of which posed more questions that we had answers to at that point. In a bid to try and gather as much information on the upcoming sim as possible, we opened up the opportunity to put together questions for Renato from our community members - and you responded in fine style!

AMS 2 Interview - Part One HERE.

In Part 2 of our big Reiza interview, we throw down pretty much most of the community generated questions, and you can find the answers from the man in charge below...

RD: (question from @numbersevenhull) - AMS multiplayer had problems gaining traction other than for league use. How do you plan to address this... what are the plans for multiplayer (structured or lobby system), do they intend to integrate the PC2 safety and skill ratings, or expand upon them. Will the game offer any kind of stat tracking?

RS: I think multiplayer health fundamentally depends on having a large enough player base, as the online community is always going to be a percentage of that total. Our immediate focus is getting what we got right in AMS1, combining that with licensed content of broader appeal, and packing it with a more competitive presentation – that will boost the player base and multiplayer participation as a consequence. Once we have that we can focus on adding more multiplayer-specific features, although we do have some already planned and a few legacy systems we can also explore.

RD: (question from @numbersevenhull) - What areas of the game engine have you targeted resources towards improving and where do you feel they have been effective. Have you expanded the Reiza team and in what areas if any have you brought in new skills?

RS: We are about twice as big as we were at the end of AMS1 development and looking to hire more, as we intend AMS2 is a project that goes much further beyond v1.0.

We´ve hired a number of new artists as not only we have to produce new content at a quicker rate than before, we also have a lot of assets from AMS1 to bring over and upgrade for the new engine.

On the coding side we´ve been focusing on the low hanging fruits, ie mostly small adjustments that add good value, and making a few changes to bring some of the mechanics more towards what we had in AMS1, and soon we´ll start doing some work on the AI. We want to have a stable baseline with all these important things first before dabbing into more elaborate tasks, as that also gives us more time to get a better grasp on the engine.

RD: (question from @Gasper Zupan) – Do you plan to include the option to use old/used tires like in Automobilista 1? And limit the tire sets?

RS: Yes and yes.

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RD: (Question from @Will Mazeo) – Will the new game have rejoin and full course yellows?

RS: It´s on our list, although we haven´t done any work on that front yet. So this probably lands on longer term features, ie post v1.0 release.

RD: (Question from @RobertR1) – We know MADNESS supports Oculus and HTC Vive natively, but what are your thoughts around the new Pixmax VR, and potentially other VR players entering or in the VR headset space?

RS: I think it´s great that a new generation of VR hardware is coming up, the 1st already offered a new level of immersion but still lacked the resolution to be really the game-changer it can be. We´re keeping an eye on what´s going on, but haven´t actually tried the new kits yet.

RD: (Question from @R1Joel) – Do you plan on supporting modding within the sim?

RS: We will try to give best support for users to share their customizations such as car skins, setups and custom championships.

For car and track mods you will be able to do as much as you can with PCars2, which is probably not a lot. It definitely won´t be a dedicated modding platform. There are several reasons why that is, the most obvious being the very architecture of the Madness engine does not lend itself to it.

That same architecture is actually important for us to protect our own content. Modding is fun, but seeing the car or track we poured our heart and soul into creating along with a considerable amount of our limited finances ported over to whatever the popular modding platform of choice is on the day, not so much.

Don´t get me wrong - modding platforms are great for sim racing, we were born from the modding scene as were many others of today’s elite developers. But we´re content creators first and foremost, and we need to protect that value. Besides, dedicating resources to creating a modding platform almost inevitably detracts from making and then keeping a well-rounded, consistent product which is what we aim to do.

Moreover, and because we´re content creators first and foremost, if there´s one thing we stand out on is the rate at which we can output good, consistent content at a fair enough fee. We also tend to keep a finger on the pulse of our user base so we know what most people want – if there´s enough interest in something we can try to deliver it ourselves over the shelf life of the sim.

With that said, there isn´t any measure being taken to prevent modding -if people manage to find their way around it to whatever extent, then by all means mod away.

RD: (Question from @Miguel Batista) - Will you be adopting the (MADNESS) SETA tyre model or develop your own?

RS: Yes we are using SETA.

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RD: Regarding tyre model and physics, does the MADNESS engine deal include PCARS 2 physics, or is it a graphics only type of arrangement?

RS: We´re using the complete engine, which is not to say we can´t port some of the things we did in the old engine.

RD: Due to the sharing of engines, are we likely to see similarities to how PCARS behaves, or do you have the scope / appetite / freedom to develop something entirely in house within the staff and skills available at Reiza?

RS: We do have all the freedom to do with it whatever we want, so that´s not an issue. It´s a matter of what needs to be done. I can say that from the get-go it´s going to be a lot more similar to AMS1 than people are expecting. And to my perception, and also from some friends who have already tried it is that some of the cars already drive better than they did in AMS1.

RD: To get an even clearer and more direct answer…. !!! Is this new game going to be basically Automobilista physics and FFB but with more bells and whistles on and slight nuanced changes, are is it a case of using much of the PCARS model as a base, and moving forward your own way from that point?

RS: I think the previous answer already covers that.

RD: (Question from @Ghoults) - Will there be a career mode or is it more about online racing and single races against ai?

RS: There is one particular Expansion Pack within the AMS2 plan that should feature a career progression of sorts, so that´s one thing. We´ll certainly try to add more if we can make it more than a gimmick, but there´s no guarantee we´ll be able to for v1.0.

RD: (Question from @c172fccc) - Will the tire model interact with LiveTack 3.0 as it does in Project Cars 2? For example, will it interact with dirt on the track and the depth of the puddles?

RS: Yes.

RD: (Question from @GTSpeedster) - Will AMS2 have native triple screen support day one?

RS: Yes – basically for hardware support you can take for granted everything PCars 2 already offered.

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RD: (Question from @Jan Mikuž) - How detailed, extensive will physical (visual) damage be?

RS: To begin with at least, the system will be similar to what you see in PCars2, which is not to say configured the same way.

RD: (Question from @FS7) – Going back to mod support for a second, is there any plans for tools to convert mods from AMS1 to AMS2?

RS: No.

RD: (Question from @tpw) – The graphic quality of the game engine is without doubt, but sims such as RaceRoom continue to lead the way in the audio side of things. What sort of limitations are present in this engine regards audio, and do you feel Reiza can lift the new title to a level above what has previously been possible with this engine?

RS: We believe strongly that audio design is crucial for a good sim racing experience, and we´re consistently looking into ways of making It better. We are using FMOD now and that is more advanced than what we had before, and we´re pouring a lot more resources into audio capturing from real cars, so it will be better than AMS1 both in terms of audio capabilities as well as sampling.

We have for example just recently captured this beauty:

How it will stack up against the other leading devs on this front will be up for users to judge, but you can at least be confident that audio design in general – not just engine sounds - is towards the top of priorities.

RD: (Question from @Kurupt CDN) - Do you plan to incorporate and build on the rallyX/stadium trucks that were in AMS?

RS: Yes – Rally / Dirt not in V1.0 though, most likely a separate dedicated Expansion Pack. Stadium Super Trucks we´d like to and are working on it.

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RD: (Question from @Kurupt CDN) - Any plans on adding or renewing the live weather app license (that has apparently lapsed in PCARS 2)?

RS: Good question! I guess we´ll have to look into it. No plans but certainly open to consideration.

RD: (Question from @fernandodasilva) - Any possibility of having spotters in other languages than English?

RS: In Portuguese for sure, English yes. Others unlikely for v1.0 at least.

RD: (Question from @j_troc_71) - How will this game be different than Automobilista 1?

RS: Bigger, better and prettier with some key new features is a good way to sum it up, but the basic design is fundamentally similar.

RD: (Question from @Tar Heel) - Will the replay system be the same as it currently is in PC2 or will it be improved upon?

RS: We are working on it as we speak. We already considerably upgraded the LODding logic and sharpness settings from cameras so replays look much better.

RD: (Question from @Jason Mullin) - know this may be too early but... Considering the potential great graphics from madness and better physics from Reiza... do you know yet what might be the target PC requirements? For those of us with Mid-range PCs.

RS: If you run PCars2 well, you´ll probably find AMS2 running at least as well.

RD: (Question from @fireballr18) - Can Reiza use parts of their former modulations in AMS (e.g. turbo modellation)?

RS: Madness already has a turbo model that is at least as good as what we had, which was very functional but also very simple. We´re using the native model.

RD: (Question from @VernWozza) - As someone who craves realism I'm desperate for a sim so take damage seriously. Will they be implementing any kind of unique damage model?

RS: As before, it´s one area we´d like to offer more but there is a list of higher priorities things above it we need to focus on first.

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RD: (Question from @mibrandt) - How much control do you have on the visual side of things? The weather looks very good in pc2 but honestly I think generally the visuals are kinda overdone - like too much bling. Are you aiming for a more photo realistic look if its in your control?

RS: We aim for realism in every front, but this tends to be a more subjective matter than it should be. Art wise our approach is the same, we do have full control of the rendering engine we have more and better artists now so the results should, and are already evidently better. As for the bling, I do believe you can switch off most it if it doesn´t please you.

RD: (Question from @ShredatorFIN) – antialiasing has come in for criticism in previous MADNESS based games – is this something on the ‘to-do’ list at Reiza for the new title?

RS: We´re looking into it.

RD: (Question from @peppepino) – Will Reiza be looking to make “AMS2 Release” a recognised reason to not attend work, and if so, can you supply signed doctors notes so we don’t get into trouble from our managers?

RS: We can try make It so good that you may develop some RSI from racing too much, although I wouldn´t recommend it!

RD: (Question from @Keith Windsor) Can we have some idea of any 'new' race options that are intended. i.e. I'm really hoping for one or two features that have been left out of most sims in the past - For example: options for ballast, ability to match player and AI tyre wear, designate pit windows for player and AI, mid-race saves for those with real life commitments, decent oval behaviour as well as road.

RS: Ballast is already supported, as is mandatory pitstops with pit windows. Matching AI and player tyre wear is impossible, unless you mean dynamically adjusting it to be the same wear of the player… Mid-race saves certainly on the good-to-have list. Oval racing not planned at this stage.

RD: Have you any plans to look at Laserscanning for future tracks, despite the obviously high quality of the circuits already released for AMS1?

RS: We will if we can and when it makes sense – we have already used laser scan data for some tracks in AMS1, but we´re not adopting it as development criteria. For one thing we do a lot of historical tracks, and there is no way to scan those; for another we have good modellers capable of creating highly accurate models even without laser scan data.

We find the sims that do adopt that criteria tend to only have the more accurate tracks for a limited period if at all, not least because race tracks are alive things often going through constant reforms and laser scan is just a snapshot of it at a certain time. As an example I´d cite Imola, of which there are 2 laser scanned versions in other sims but ours is overall more accurate because it´s constantly brought up to the latest modifications.

Which is not to say laser scan data isn´t an invaluable accuracy resource, and it´s perfectly possible for us to combine that with our current modelling philosophy – in the cases we can do just that we certainly will continue to.

RD: Wheel support… do you plan on offering pre-set controller profiles like is the case with rFactor 2 for example? Also on the same topic, less broadly used wheels like older models or the new direct drive range – will special attention be paid to these in order to get the maximum benefit from these peripherals within the sim?

RS: We already do that with AMS1, although it could be improved and expanded. PC2 has a lot of legacy profiles which we´ll go through in time.

RD: (Question from @Tormentor) – Do you plan on having a pit out lap to the starting grid? Can we start from pitlane? Can we have tow trucks in FCY and marshals waving flags around the tracks? Can we have red flags because of crashes, with race interruption or premature end of race? Can we have change in strategy arranged by the chief engineer because of changes in weather or strategy changes of other teams?

RS: A dynamic race engineer is an interesting idea. Flag marshals we´d like to have, not in yet. The others I think are all demand more than they offer in return.

RD: (Question from @Constantin Grimminger) - How many people are currently working at Reiza and how will the guys that work on the Donington/Snetterton DLC contribute to the AMS2 work flow? Any chance to give concrete numbers on how many content creators (3D, 2D), physics guys and PR people are currently at Reiza?

RS: Without getting into specifics, Reiza currently has 18 devs working on AMS2. There is no one handling PR beyond myself though – we probably should get someone better suited for it!

On the track front we currently have one team focused on bringing and updating the existing AMS1 tracks to the new engine and another creating new tracks – the latter is handling Donington and Snetterton also in AMS1.

Generally we´ve always been a pretty lean operation and our limited budget has always demanded we put absolute focus on the essentials of creating the product. If AMS2 delivers the way we expect, some fronts will probably demand more dedicated resources and we wil then look into expanding further as needed.

RD: (Question from @o Tiger Feet o) - Are there any plans to implement a form of neural AI?

RS: We haven´t got our sights set that way yet.

RD: (Question from @bgil66) - Will you have a manual in pdf format explaining all aspects of the sim?

RS: We already did that in AMS1, although limited. Will certainly push to have something more in-depth if we can find the time.

RD: (Question from @Stefan Mizzi) - What kind of Telemetry API (or APIs) shall we expect?

RS: For the time being, same as PCars2.

RD: (Question from @Stefan Mizzi) – WIll developers have access to beta versions (or some documentation/information) to integrate with their applications?

RS: There will most likely be a short open beta period for users and app devs alike.

RD: Well, that’s probably taken you an age to read and respond to everything, so once again a sincere thank you from the sim racing community for taking the time to discuss this with us today. One last thing, in the usual RD interview style, do you have anything extra you can add to this interview that you’ve not shared before – an RD exclusive to end the marathon of questions?

RS: Thank you RD for always being there for us and for sim racing in general, you guys provide an invaluable service for our little corner of the virtual world and it´s most appreciated.

We´re pretty excited about Automobilista 2 – this is really the endgame we´ve been working towards for several years now so there´s a special energy now that this is really it. I´m glad to share that with the guys who have stuck with us through thick and this over the years, and also all who have enjoyed what we do and now have something exciting too look forward to. Rest assured we´ll do our best to keep you all posted of our progress over the coming months.


For the latest Automobilista 2 news and discussions, head over to the AMS 2 sub forum here at RaceDepartment and get yourself involved in the conversation today!

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Low key confirmation of Lotus 97T.
RD: (Question from @bgil66) - Will you have a manual in pdf format explaining all aspects of the sim?

RS: We already did that in AMS1, although limited. Will certainly push to have something more in-depth if we can find the time.
Personally I think it is far better to have as much info available directly inside the sim and a pdf should only be for things that don't really make sense putting into the game. And even then a forum thread is easier to keep up to date I'd think and quicker to create than a pdf. And easier to find for users and be used as a problem solving tool.

Things you could put there are things like setting up specific graphics settings in amd/nvidia driver or a troubleshooting guide that don't really make sense inside the game. If the game doesn't start for example it makes no sense to put the solution to that issue inside the game. But similarly an ffb or graphics guide should be right there available in ffb and graphics settings and not in separate pdf. Be that tooltips and/or popup windows.
 
In case anyone gets confused... By mistake (mine, not RD´s), the interview originally linked to a in-game video of a certain turbo car being driven around our very first export of Jacarepagua 1988, and was only meant for internal showboating of physics & driving (I was the one driving it and most likely nowhere as impressively as I thought while capturing :rolleyes:)

Video was full of placeholders and glitches and never suitable as our 1st AMS2 gameplay video so it´s been since replaced by the correct link of the beautiful Lotus 97t we did actually recently record.

Please proceed as though this embarrassing blunder never happened :whistling:

Well nothing dramatic at this stage of development i suppose, sure i noticed some bad clipping and a way to strong break/acceleration head movement but other than that.. So the same exact hand model and animation from PC2 that's good, the best after AC.
Can't wait ! Maybe a date for EA release soon? I would and i'm not the only one for sure pay whatever for just this car/track right now !
 
  • Deleted member 503495

@Renato Simioni
With the lack of modding, how will the generic car grids be done? To expand, will anything be done to introduce performance variation between teams that may carry over series, or tyres? Without modding, a large grid of spec cars becomes more number than value added. pCARS did well to introduce sponsorship variants carrying over different series and a variety of logos instead of "PCARS" or "WMD" as general sponsor stickers, will the artists have that directive for the material?


The game will have Jacarepaguá, Imola, Donington Park, Interlagos, Brands Hatch, Adelaide, Suzuka, and will have Monaco and possibly another circuit (I wouldn't doubt Estoril) besides DLC Hockenheim. The presumption is the Senna license will be introduced to have the iconic car for each team, or at least a few, by introducing an special event like Assetto Corsa where the user will take the specific car on the specific track with a target. Right? Of all of those tracks, how many are going to become fully licensed and which may be dropped (Kanzai, etc)?

Edit: Forgot Montréal.
 
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  • Deleted member 113561

Project CARS 2 allows livery and car modding, so modding will be still an option.
 
@Renalto Simioni thanks for answering all the interview questions. My question about the replay system was more about the UI interface and being able to easily skip around replays to specific points or hiding specific portions of the UI. Will these features remain similar in AMS2 or will the replay control system and display of the replay controls and leader boards be completely changed?

What I meant with my reply was that we were working on it at this very moment, and up to this point we´ve already improved image quality during replays with the measures I mentioned, but not stopping there. We intend on making replays completely available in any session and adding AMS1 style features such as saving best lap of the session automatically.

@Renato Simioni
With the lack of modding, how will the generic car grids be done? To expand, will anything be done to introduce performance variation between teams that may carry over series, or tyres? Without modding, a large grid of spec cars becomes more number than value added. pCARS did well to introduce sponsorship variants carrying over different series and a variety of logos instead of "PCARS" or "WMD" as general sponsor stickers, will the artists have that directive for the material?

This was meant for a later blurb, but what the hell :)

Generic series will be expanded and improved - for ex. F-Classic will have 3 generations with 2-3 model variants each, for a range of different looks / sounds / performance combos for each generic team. The option to equalise performance for the whole field in multiplayer for those who prefer it that way should be present tho.

And we do agree we need to up our game from AMS1 with regards to fictional skins and logos and also agree SMS has done a particularly good job at that in PCars2.
 
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Just lost my interest on AMS2 for now at the 'no modding stuff'. Stock Car Brasil and Copa Truck are awesome, also it would be outstanding to see the Brazilian tracks on PC2 graphics, but there goes my dream to have such things as GT3 championships around the world with unlimited amount of skins and extra models with the Madness Engine. PCars2 allowing only one custom skin per car was one of the biggest jokes on Racing Sim history. At this time, I'll stick with AMS1, but maybe check the second one and give it a chance for the Stock Car races in the rain
 
Not sure what "people" are expecting, I am expecting it to drive like AMS1, which drive well and the reason this union between AMS and SMS is interesting to begin with. AMS FFB and physic with SMS graphics.



Not sure who those "some friends" are, but this contradict what was said in the previous sentence, as better is very subjective but means different, if it is better it is not more similar than expected.
The whole interview sounds to me like marketing from SMS, over promise under deliver, been there done that.:sick:
I remain caustiously optimistic, with the emphasis on Caustiously.:O_o:

Perhaps not so obviously, my reply addresses the concern that the engine switch also means a switch in driving experience (which it doesn´t, as per your accurate expectation).

"Some friends" refer to friends of mine who were AMS1 fans and equally skeptical about the engine switch, but having tried it since became less so :)

But as I´ve said elsewhere, proof is always in the pudding and I welcome you to remain skeptical until you try it. Pleasant surprises are the best surprises :)
 
focus is getting what we got right in AMS1, combining that with licensed content of broader appeal

I have high hope, AMS physics with popular cars. If it all plays out right, this coudl be a winning combination.

Lil upset at no modding, i do love the roulette wheel of cars/tracks depending on my mood. But all stock content means no searching around making sure you have installed the latest version of the mod, remebering what needs updating etc. It shoudl be all done automatically if stock
 
Sorry to go on a rant but after having so many high hopes in the last few days because I had been so reliant on rF1 conversions but TBH, I am extremely disappointed in them. Any hope of me buying this and upgrading my PC has gone straight to the bin.

Reiza should know it was the modding that made them, not anything else. Not motorsport series that isn't being livestreamed on YT and none of those they have contents are (bar Endurance Brasil and Copa Truck). They need to know that HSO adopted them for their league after spending years with antiquated rF1.

Given the direction this hobby has gone (the obsession with esports, VR, etc), I think I'll take retirement eventually given there's nothing else left and can't blame anybody who wants to quit too.
 
Ouch that hurts. I'll still buy it and I hope to be surprised, but the lack of modding really really reaallly hurts.

Yeah , me too.

I think sometimes the developer's overlook the fact that when an outfit has 18 employee's making their sim.....there are probably 30,000 people playing it. And that number can stay strong by a vibrant modding community. One's that don't support it seem to lose interest. Think about it......out of those 30,000 people , quite a few could produce content to really help keep the game alive. There are some great idea's / creation's coming from those 30,000 people.

I backed Reiza in the beta stuff on AMS from day one with a pretty big donation. Because I believe in them , trust them and they have always done incredible work. But if you look toward's your user's of the game.....there are some incredible idea's out there in which we'll never see. I feel like my gut's got ripped out today.
 
The lack of modding is almost irrelevant to me, considering Renato has implied in some interviews that there will be a bigger effort to bring a wider range of popular content to AMS2.

On AMS the only mods I'll play once in a while are the Patrick Girathon/Gringo tracks, but even then, 90% of the time I'll drive Reiza content. More than enough there for me, and if I want to drive GT3 cars on SPA I'll fire up Raceroom or other sim.

I had my time when all I did was downloading and instaling mods for Assetto Corsa. It came to the point where I would spend more time looking for mods than actually driving the sim and ended up with hundreds of mods, most of which I played for 5 minutes before moving on to something else and I got tired of that so I don't really care.

But I understand that I'm probably in a minority in the sim community when it comes to modding.
 
On the modding topic.. At the risk of inviting more tomato throwing, I´d offer the following thoughts :)

Reiza should know it was the modding that made them, not anything else. Not motorsport series that isn't being livestreamed on YT and none of those they have contents are (bar Endurance Brasil and Copa Truck). They need to know that HSO adopted them for their league after spending years with antiquated rF1.

1- You seem to be under the impression we´re going out of our way to prevent modding - we aren´t. We´re not even sure people won´t find a way to add mods. More power to them if they do. It´s just not our focus to develop a modding platform, and never was.

2- I´ll contend it´s not "modding that made us", although I´m sure it made our sims a lot more enjoyable to some people. But pretty much all AMS mods are rF1 conversions or derivative of rF1 conversions, which were so abundant precisely because of how similar AMS was to rF1. There isn´t to my knowledge any major scratch-built, exclusive AMS mod out there. Which makes your rant about how unacceptably outdated rF1 and its mods are difficult to understand.

There aren't a ton of car mods for AMS although there are a few gems that will be missed... like Indycar. Perhaps the very best car mods could be adopted by Reiza and brought into AMS2 officially?

The area where the lack of mods will hurt is in the track list. The track mod content here at race department is extensive for AMS. There is no way a small developer can keep Pace with that number of tracks. A partnership with SMS in this area could be very beneficial if it could work out financially for Reiza.

We do have over 50 unique tracks in AMS1, ranging from small local tracks to kart tracks, to big F1-level tracks to historical tracks to dirt tracks... Most of which will make it to AMS2, and topped with more new tracks of the same variety - substantially more, in a long enough time frame.

By that I dont mean the disappointment with the unlikelihood of mods is completely unwarranted - try as we might we will almost certainly fail to include at least one of everyone´s personal favorites, most likely more. And I completely see how that´s a bit of a bummer to some.

But I do think that this may be overplayed a bit, and that some of the appeal of modding seems to be about collecting a huge number of cars and tracks, most of which you never actually experience beyond the superficial level. And there´s nothing wrong with that - but there are platforms for doing that already, and there will be others in the future. From that light, a sim that focuses on offering a large and distinct catalog of cars and tracks, all belonging to the same "world" and physics laws, all of which accessible for less than an obscene fee shouldn´t be such an unwelcome change of pace.

But your mileage may vary :)
 
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Probably going to pick it up, regardless of the fact that it does not have modding really. Who is to say that the content that they will be making for AMS2 won’t be worth a fair shake? AMS1’s car selection interested me, especially the stock cars, but i’ve actually never played AMS1 because of the fact that there was no weather. Which is a big sticking point for me (hence why I don’t play AC aswell). And besides, for modding, we still have the almighty rfactor 2, which is still where I put the majority of my racing hours into. We might see more rf2 mods as a result of this concentration of modding opportunities.
 
I'm on the list of people who are excited with only vanilla content. In AMS it is already a huge number. Try to learn how to drive fast in every series, on each track, and you will feel what I'm saying.

The amount of detail you get with that base content is astonishing. And it will go from there to even better. Mods are fun, but most of the time they just frustrated me. The ones I liked, I ended up finding out Renato helped with the physics. :O_o:

And I've seen a lot of people on this same boat. I could also say this is what the community wants, but I know tastes are diverse, and do not blame devs for choices they can't make.
 

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