So it´s finally there! AMS2 Beta has now been released to Backers as we enter the final month of development before Automobilista 2 is officially release on March 31st - we are very excited to be able to share what we have been working on all this time
In this final stretch we can finally begin sharing a little more not only about what the plans are for release, but also going forward - let´s get to it.
Beta Available - Proceed with Caution!
So the first build of AMS2 Beta has been deployed - always a big satisfaction and relief to reach this milestone.
Although the gameplay, content and general functionality of the Beta builds should be pretty representative of what its release state will be like, the game is very evidently unfinished - there is a lot still to be a lot bolted on over the coming weeks.
With the imminent release of AMS2 Beta we´ve had a huge influx of new people through the AMS2 Early Backing Campaign over the past couple of weeks. While it´s great to see the interest in AMS2 - and the revenue boost this late in development is by no means unwelcome - we do want to stress that this is still an unfinished Game: there are bugs, compatibility issues with certain hardware, missing features and other such rough edges still to be ironed out. If you are looking for a seamless user experience we strongly recommend you hold out until March 31st when the game will be officially released.
Automobilista 2 FAQ
Theres been a lot of questions posed over AMS2 development and we are finally at a point we feel we can offer reliable answers - check our AMS2 FAQ here. More will be added in the coming days.
Cars & Tracks - what´s in so far
Looking to give a bit more insight into the game and what it will feature, we have started this All Cars & Tracks topic showing all the content featuring in the current build of the game.
Please observe that the artwork illustrates cars and tracks which are present in the game now - not what there will be on release and beyond. We will continue to update it as we progress through the next BETA builds and continue on from release onwards.
Development Roadmap - to release and Beyond!
As we´ve been regularly stressing in these dev updates, AMS2 is a long term project - the release next month will see development pick up even more pace as we enter and aggressive development plan that will see game updates along with new cars and tracks released in a monthly basis.
To give you all a glimpse of how things are going to pan out, here is what´s on store for the first 3 months following release:
Upon release we hope to be in position to expand our public roadmap to cover the initial 6 months - that´s when things get really interesting
We will continue to provide this foresight at least until the end of 2020 so users can have an idea about whats coming and when.- with the obvious caveat that roadmaps aren´t set in stone and things can always move around or change slightly.
Early Backing Campaign wrapping February 29th
As previously announced, the AMS2 Early Backing Campaign will close tomorrow 23:59 GMT. You will still be able to buy the combo of AMS2 + AMS2 Beta + AMS2 Season Pass for US$ 119.99 through our forum store, but the discounts for old backers and other perks from the EBC will no longer be included.
Pricing for the base game on relase has been confirmed @ US$49.99, bumped vs previously suggested US$ 39.99 as considerable additional base game content has now been confirmed.
In order to keep it a bit more affordable for early buyers, we have decided to launch AMS2 with a 20% discount over the first week from release, so at least for a little while the pricing will be inside the original plan.
That´s all for this month - it´s been a thrilling (and exhausting!) ride to this point and we are happy to finally be able to share with you a little more about where we are going with AMS2 - exciting times ahead!
Oh that latest news is worrying. The car roster is rather small and missing important/popular Motorsport disciplines. The track selection is missing GP-Tracks for faster cars to race with in particular. Now seeing DLCs for upcoming months and AMS2 + Season Pass for $120. This is bad news for us. Seeing how much trouble we had with DLC-Events in pCARS2, we might not get much out of AMS2 without pay DLCs. And running Events or Cups with pay DLCs is an additional hurdle.
It could be a great sin and a good virtual racing platform but if we don't get the events filled, it's another wasted opportunity simracing wise. I'm still looking forward to a new racing-sim mostly because every other racing-sim on the market has it's own flaws and downsides but for RSR AMS2 could already have one revealed pre-release.
Lack of official car licenses is going to hurt it commercially. Also, those Reiza logos at hundred places on every track kill the immersion a bit.
I'm sure it's gonna drive and feel great (and vr will work good) though.
Greetings everyone! I hope everyone is doing OK and keeping safe.
What a difference a month can make right? A few weeks ago we had just deployed the first Beta build for AMS2 and were still firing on all cylinders pushing through our Beta program to get AMS2 ready for release on March 31st - a lot of work has been done in the 3 weeks we have been in Beta - we have just deployed our 5th BETA build tonight - but a lot remains to be done, and for that we relied on a strong couple of weeks in this final stint to reach a standard we´d be satisfied with for Automobilista 2 v1.0.
Unfortunately the last week has seen the World thrown into disarray, and with it the little chance we still had to get through the remaining workload in time for the 31st evaporated, as even though we already work in a fully remote operation and the Reiza team has not been directly impacted by COVID-19, things like this tend to bring indirect implications which have and will continue to inevitably slow us down a bit - as much as everyone in the team enjoys working hard, this would not be a good time to be pushing developers to their limits. nor would it feel appropriate to be engaging in promotional fanfare for a game release.
Paradoxically, this also happens to be turning into a boost for sim racing as all motorsports activities have grounded to a halt, and they are all turning to what sim racing can offer to help fill the time. We have already seen some huge events being organized in a very short time as fans, drivers and real series all flock to sim racing to engage on a level they never had before, and for us it would be a thrilling opportunity to offer everyone a fresh platform to enjoy themselves during these challenging times.
Taking all this into account, we have elected to go ahead with a soft launch for Automobilista 2 on March 31st as a Steam Early Access Release, offering a 40% discount over the full price of the base game for the duration of the EA phase, which we expect to last between 4 to 8 weeks
only difference I can see & hear is the colour of the kerbs is now red, the guy in ams2 has his FoV set totally different to pCars 2 & certain corners now have bollards in the way of the racing line...
Adjusted rain spray parameters - slightly longer draw distance & slower decay
Raised default Camera World Movement from 50 to 75, reduced G Force Effect from 50 to 25 (resulting in less default cockpit camera movement)
Added game version number to main menu screen
Desaturated Championship & Time Trial panels in Main Menu to better illustrate current unavailability
Adjusted order and included Start button in Test Day / Custom Event menu (allows pressing start button with cursor+ accept button as well as gamepad start button)
Added missing track background screens & trackmaps for Snetterton
Corrected F-V10 livery thumbnails
PHYSICS & AI
Slightly adjusted tyre tread physics for F-Classic Gens 2&3, SuperV8, MIT Lancer, F-Vee, Opala, Ultima GTR, Copa Truck, Caterhams, karts
Slightly reduced pneumatic trail for slick tyres & adjusted max steering rack forces to suit (results in slightly more consistent FFB)
Fixed error in suspension rates of SuperV8, Sprint Race which could lead to excessive bouncing midcorner and other handling woes
Adjusted differential locks for all Caterham models with LSD
Adjusted brake response curve & reduced default brake pressure to 90% for all cars
Fixed error in Ultima GTR Race rear brakes which would cause it to lock rear wheels easily
Reduced brake torque for Superkart
Fixed missing rear pre-warmed tyres for F3, Roco 001
Adjusted AI dry tyres for Caterhams, Touring Car Classics, Ultima GTR, ARC Camaro, F-Vintage, F-Trainer for more consistent performance vs player
Adjusted AI wet tyres for StockV8, Sprint Race, Superv8, Caterham, F-Classic, Touring Car Classics, F-Trainer for more consistent performance vs player
Fixed Chevette 5th gear ratio
Mitsubishi Lancer: Fixed windscreen textures issue
Ultima GTR: Fixed shifting animation (manual instead of paddles); Added chrome stripes to some liveries; Fixed wheels and exhaust vertex AO; Added backfire animations
Caterham 620R: Updated several liveries (adding some metallic variations)
Formula Vintage: Added missing lower LOD models (which could cause cars to disappear in lower car detail settings)
Jerez: Complementary art pass & fixes
Snetterton: Fixed curbs & added 3D marbles to both layouts
To users still struglling with brake sensitivity, please make sure to callibrate your controller to try ensure the full range is being correctly used.