[TÓPICO OFICIAL] Automobilista

IA Capotando, se batendo, é flatout isso? :lol2:

 
Fiz três corridas ontem... Stock Car e Copa Marcas (o golzinho de 4 marchas) em Cascavel e a F1 Gen 3 (90's) em Interlagos, curti bastante! O jogo tá mto bonito, o FFB tá bem decente. Geralmente não curto jogar contra a IA, mas curti, deu umas corridas boas ontem... no geral o jogo tá mto bom, e é mto promissor!

Ainda preciso configurar mta coisa, como FOV e atalhos, etc.. Quero ver se ajeito isso hoje a noite e corro mais um pouco.
 
Podiamos tentar organizar um 4Fun aqui com o pessoal do forum.

Quantos ja possuem o AM2?

Talvez uma corrida em Interlagos, com o Sprint seria uma boa.

Quem se habilita a hospedar a corrida? E qual horario ficaria bom para a maioria?

Em tempos de pandemia, não seria ruim nos organizar entre nós mesmos, para evitar os
troladores de plantão.
 
🔴 AUTOMOBILISTA 2 - TODOS OS CARROS DO JOGO

 
Podiamos tentar organizar um 4Fun aqui com o pessoal do forum.

Quantos ja possuem o AM2?

Talvez uma corrida em Interlagos, com o Sprint seria uma boa.

Quem se habilita a hospedar a corrida? E qual horario ficaria bom para a maioria?

Em tempos de pandemia, não seria ruim nos organizar entre nós mesmos, para evitar os
troladores de plantão.
Eu gostaria bastante.

Tenho o game... é so combinar... de preferencia sexta a noite.
 
Eu gostaria bastante.

Tenho o game... é so combinar... de preferencia sexta a noite.
Otimo, ja me adiciona na Steam ai Madrax (ta na minha assinatura o link).

Bora começar a organizar esse 4fun.
 
 
Bora desenhar o quadrado Turbo B de um amigo! :coolface:
 
Ele foi feito pra jogar online, não com IA.

Quem compra simulador pra correr contra IA?
Eu

E não foi uma crítica ao jogo, já é o segundo que me responde de forma como se eu tivesse falando mal do jogo, só achei engraçado os acidentes.
 
Eu

E não foi uma crítica ao jogo, já é o segundo que me responde de forma como se eu tivesse falando mal do jogo, só achei engraçado os acidentes.

Respondi pq eu achava que tinha uma informação que vc não tinha
 

Estranho, não consegui acessar esse tópico lá, precisa de algum acesso especial?
Valeu!
 
Retiro o que disse sobre a IA, ao menos no Sprint Race... Muito lentos em curva, tanto default qto na dificuldade máxima
 
 
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Automobilista 2 has been out on Early Access for a little over 2 weeks now, and it seems like a good time to share a bit more about our plans for the remainder of the Early Access period.

We have opted to go all the way in our initial proposal of 8 weeks of Early Access period, and may actually add a couple weeks more before official release in order to try make sure Automobilista 2 reaches v1.0 as well rounded and complete as we possibly can make it in this timeframe.

As ever, we stress that AMS2 is a long term project and development will continue way beyond the official release - v1.0 is all but a development milestone marking the game as "ready for normal consumption", or a reliable base for more serious racing both on and offline that allows users to make the best of the premium content to be added thereafter. That doesn´t mean it will be as complete or as good as it will ever be - we see plenty of room for improvement in every area of the game and remain commited to exploring that for years to come.

At this point in Early Access we are still managing to take substantial leaps on a weekly basis and we want to make sure these are rolled out to users in the shortest timeframe possible - to this end, excepting some unforeseen issue we will be deploying game updates every week from now to the end of Early Access, first in AMS2 Beta on Wednesday or Thursday evenings, and then (provided the new build doesn´t present any major issues) to AMS2 Release on Friday or Saturday morning at the latest.

Naturally this speedy pace of development may see the odd rough edge occasionally slipping through into releases, but we believe that at least for this Early Access stage it will be more value for users to have these updates rolled out at this faster rate - after Early Access you may expect the gaps between Beta and Release deployment to increase so we can better ensure releases are kept reliable, and new content rolls out already polished by a proper beta testing period.

Here´s an overview of what you may expect to see during AMS2 Early Access:

GAME MODES

The two currently disabled game modes will become available over the course of Early Access. TIME TRIAL will be the first to come, hopefully before the end of the month.

CHAMPIONSHIP mode will be limited to official series featuring in the game, such as Stock Car Brasil, Copa Truck, Formula Vee and Sprint Race.

While it is unlikely we will also manage to complete the Custom Championship System over the course of Early Access, this remains an important feature which should hopefully follow not too far beyond v1.0.

A career mode is also planned but as a longer term project.

MULTIPLAYER FEATURES

Two common requested features for multiplayer should be integrated during Early Access:

  • Multiplayer Rating System
  • Dedicated Server Tool

SIMULATION FEATURES

These are the features that have a substantial role in the simulated series currently in the game which we plan to add support for over the course of Early Access:

  • DRS
  • KERS
  • Push-to-Pass
  • Copa Truck Speed Trap

CONTENT

The following SERIES are already confirmed to be added over the course Early Access:

  • Opala Stock Cars 1979 & 1986 (Classic Stock Car Brazil series)
  • Omega Stock Car 1999 (Classic Stock Car Brazil series)
  • Copa Montana

Besides these, there are at least 4 MORE UNIQUE CLASSES adding a minimal of 10 NEW CAR MODELS in the works to be added to the Game over Early Access or shortly after - these are mostly content that have not yet been officially announced yet so can´t expand on the details just yet, but you may look forward to a fairly packed Dev Update later this month

The following brand new RACE TRACKS will be added over the course of Early Access:

  • Kyalami 2020
  • Estoril 2020

The following KART TRACKS from AMS1 are being revamped and are also expected to be added to AMS2 over the course of Early Access:

  • Interlagos 2020
  • Granja Viana 2020
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A few more of the remaining AMS1 favorites will be upgraded & added to AMS2 over its shelf-life, but these will have to wait for after v1.0 release.

UI & HUD

Both UI & HUD will be actively developed over the course of EA, with new resources & options being added as well as fine tuning and expanding what is already there.

For the UI, the main additions planned for EA are:

  • Saved Replay page
  • Driver Profile page
  • FFB multiplier per car in Setup page

On the HUD front you may expect the following developments to hit the game soon:

  • Customizable HUD
  • Telemetry HUD page
  • Input & FFB meters

GENERAL IMPROVEMENTS & FIXES

Every front of the game will remain under active development and receive substantial upgrades over the course of Early Acccess. Below is a breakdown with a few highlights you may reliably expect to see in this period:

  • General art standards are still under constant development and you may expect UPDATED SHADERS & TEXTURES for cars and tracks to gradually make its way in over the weekly builds, adding that little bit extra to the visual experience;
new_livegrass-jpg.5320

  • 3D ANIMATIONS are obviously still very limited in AMS2 as we have continued to struggle with the exporting process for these assets in the new engine, and as consequence driver animations are still adapted SMS assets used as placeholders, and cars generally miss their animated wipers, suspension, animated damaged parts as well as vibrating parts, while trackside environment generally are still missing life - all of these will be addressed over the course of Early Acess;
  • CAMERA CINEMATICS, specially for trackside cameras are mostly baseline conversions from the original AMS1 sets, and will be gradually revised to make best of use of the extra resources of the new engine;
  • The Reiza / Automobilista 2 logos that populate the TRACKSIDE ADS are placeholders which will be replaced by both actual & accurate advertising;
  • The generic DRIVER NAMES / SUITS / HELMETS will be fully customized per series, including series with real drivers;
  • The fictional CAR LIVERIES, many of which are still basic 4k upscales of their AMS1 counterparts are in process of being revised & upgraded to be more life-like - all fictional series that haven´t already received this upgrade will be revised in time for v1.0, and we will also be adding Community Liveries selected from applications of Early Backers over this period.
  • On a similar topic, ability to fully CUSTOMIZE CAR LIVERIES AND CREATE CUSTOM CARSETS is high on our priority list - no definitive timeline for this yet but we hope to manage it while still in Early Access.
  • On the AUDIO front, there will be refinements and updates to engine sounds, and further developments to the audio engine, aiming mainly to maximise the racing environment outside the cockpit.
  • PHYSICS & FFB are in constant process of evolution, and FFB in particular will receive some further developments and customization options in upcoming builds.
  • AI DEVELOPMENT is one of our core priorities for AMS2 - besides the ongoing work to improve their behavior and consistency, we will also be working on their performance issues over the 1st lap and improve their strategical decision making.
  • The various COLLISION ISSUES with open wheelers and with Trucks spawning on pit garages they don´t fit in are in process of being resolved; we are also investigating reports of car-to-car collisions in Multiplayer and ways to mitigate the excessive friction riding along walls and armco;
  • Finally User Interface LOCALIZATION for FRENCH, GERMAN, SPANISH & PORTUGUESE languages will be added in time for v1.0 release, with Italian and Chinese to follow next.
008-jpg.5318

There are of course other game & simulation features we hope to add or develop further, and areas such as weather system, livetrack presets, replay system, multiplayer resources that are also worth and will receive attention - the more substantial updates in these and other areas not covered above however are more likely to arrive beyond v1.0.

In any case we hope this provides a clearer picture for the short term development goals we have mapped out for AMS2 over this Early Access period - we will keep you posted if and when these plans are amended as we roll out the weekly updates, and also with our Development Update round-ups at the end of each month.
 
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Primeiro o meu pagamento foi recusado. Eu acho que comprei na terça. Na quarta falou que recusou. Daí na quinta, ontem eu paguei de novo com boleto, e até agora nada.....
 
V0.8.3.1 CHANGELOG:

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CONTENT

  • Added Puma P052 to GT5 class
  • Added new Jerez layout (no Senna chicane)


UI & HUD

  • Added initial HUD Layout Editor (from OPTIONS -> EDIT HUD LAYOUT)
  • Added Initial telemetry HUD page
  • Fixed missing car class icons
  • Fixed class positions incorrectly displaying during single class/practice
  • Fixed Superkart/ Stock V8 mini class icons
  • Blocked lap timer incorrectly displaying in HUD 'off' variant
  • Disabled currently unused containers/elements
  • Created separate leaderboard and lap/position info HUD elements
  • Disabled leaderboard by default on 'light' HUD variant
  • Adjusted trackmap zoom mechanics & tweaked graphical elements
  • Revised start light HUD element
  • Adjusted text colour and border of player in HUD leaderboard
  • Added missing vehicle stats for MIT Lancer R & RS
  • Updated trackmaps for VIR (all configs), Snetterton (all configs), Velocitta (all configs), Jerez 2019; Added Missing track logo for Snetterton
  • Increased vehicle preview resolution


PHYSICS, FFB & AI

  • Reduced wheel contact factor in all open wheelers (reducing chances of cars launching into the air with relatively minor contact) & corrected mass of several independent detatchable parts
  • F-Classic G3M1: Fixed default gear ratio for 7-speed gearbox
  • F-Ultimate: Adjusted torque curve & throttle map for smoother power delivery
  • Minor tyre tread adjustments to F-Classic (all gens), Ultima GT, MCR 2000, MRX P4, F-3, MIT Lancer R & RS
  • Added TC / ABS to MIT Lancer R & RS when running Authentic driving aids
  • F-Classic (all gens): adjusted default front wing setting for better aero balance
  • Adjusted AI prudence when challenging human opponent
  • AI behavior tweaks: smoother lateral reactions & brake application; less performance variation depending on AI skill when on throttle / brakes; less performance loss as AI driver loses stamina
  • AI performance callibration passes for all cars


TRACKS

  • Added alpha to coverage to all foliage shaders - improves quality, only works with MSAA
  • Jerez: Reworked wet track material and puddle mapping; fine tuned road blend textures and vertex alpha blending to improve some blending abnormalities
  • Oulton Park: Fixed pitwall collision bug
  • Night lighting updates for Cascavel, Velopark, Kansai, Goiania, Jerez, Imola, Imola 2001, Imola 1988


VEHICLES

  • Copa Uno: Updated liveries (partial); Adjusted collision mesh
  • Super V8: Adjusted collision mesh; Updated Vertex AO; Added detachable parts from Damage
  • Gol Copa Classic: Added LODs & updated materials
  • F-Ultimate: Updated liveries with logos
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