Automobilista 2 Chit Chat (1 Viewer)

t0daY

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t0daY

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Taorminator

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I heard pcars 3 is going to move towards simcade (well more than it is now) but automobilista will use the same engine and will be a real sim so maybe would it be the future for the RSR we know today? Otherwise I think I'll move to the other games we have leagues for (acc, rf2)
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Where is the signup thread for Season 1? ;)
Race trucks league NOW!
 
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Shepard

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I heard pcars 3 is going to move towards simcade (well more than it is now) but automobilista will use the same engine and will be a real sim so maybe would it be the future for the RSR we know today? Otherwise I think I'll move to the other games we have leagues for (acc, rf2)
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Race trucks league NOW!
Where did you get that simcade nonsense from? Source please! Seriously, we know nothing about Project CARS Revolution. Nothing but some tweets from Ian....;)
 

Taorminator

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Where did you get that simcade nonsense from? Source please! Seriously, we know nothing about Project CARS Revolution. Nothing but some tweets from Ian....;)
I saw an article in the press that said something like "they want pcars 3 to be the successor of nfs shift" and the writer speculated (I guess he was since you re saying nothing is official yet) that they wanted to be concurrent with forza and gt. Must have been bad press and maybe I m mistaken because of that sorry :dead:
 

t0daY

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Where did you get that simcade nonsense from? Source please! Seriously, we know nothing about Project CARS Revolution. Nothing but some tweets from Ian....;)
It is no nonsense. I could imagine AMS2 will be more our game than PC3. Just my loose thoughts ;)
 

kobusnell

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From what I understood PCars Rev would still be a proper sim with just a better single player mode. That is what I'm hoping for, if thyy make it arcade-y they can just as well kiss all sim racers goodbye.

 

Jomba

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It's nice to see AMS2 topic here. Although Project cars (1 and 2) was what got me into sim racing (and got me several hundreds of hours of enjoyment), once you try other games, you see that the driving feel is a little below (tried several ffb settings). AI is also terrible, so single player in PC2 is unplayable.

But the madness engine is very good (physics, weather, vr), so i'm hoping reiza is gonna take the good and put their magic towards the not so good and deliver us what PC2 should have been all along.
 

Jamesl91

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From what I understood PCars Rev would still be a proper sim with just a better single player mode. That is what I'm hoping for, if thyy make it arcade-y they can just as well kiss all sim racers goodbye.

hahaha 200% better, so only 75% a good game :D :D
 

miagi

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Ah, the current last hope for simracing! I will test it in December and put my thumb up for overwhelming glory or down for a kick into the Spartan bottomless pit.
 
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Ricardo Macieira

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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
scr-templ.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 SMS 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 still runs the old Pacejka 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!
ss014343.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!

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
 

t0daY

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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.
:( :(
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
That sounds really good!
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).
I like it!
 

kobusnell

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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.
Any development team that would rather ship a polished product gets my vote. Unfortunate, but I'm somewhat excited by this as well.
 

miagi

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Sounds good to me. Nothing is worse than throwing an unbaked, unfinished product on the market, talking about big improvements in the future, claiming a roadmap that will never happen and than quietly letting Anthem die. ... What? Never mind, looking forward to AMS2.
 

t0daY

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Reiza November 2019 Development Update



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


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.

In a very simplified summary, these are the forces that are factored in AMS2 FFB - we are basically using complete front geometry to calculate force at steering rack, which makes it a natural successor to the Realfeel system we used in AMS1.

In real life, important additional factors to consider are internal friction and damping of all steering components, as well as potential power steering assistance. These and other factors will eventually compose the system as we continue to develop it over AMS2 dev cycle".

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:


It´s all too fitting then that 2020 will see the series´ first major technical revamp in 10 years with the introduction of a new manufacturer Toyota, with more expected to join the party in 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
:)



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:


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.
 

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