[TÓPICO OFICIAL] Automobilista

Acho que vocês estão confundindo:
Suporte VS poder fazer!
A engine é completamente diferente e isso impacta na forma como as coisas são feitas!
Na do rfactor, as ferramentas e dados já eram bem difundidas, o que fazia a realização de mods mais "fácil".
E isso gerava suporte da própria empresa pelos n pontos já conhecidos.
Então novamente: Não é que não pode! Se você conseguir descobrir como fazer, só ir lá e fazer e divulgar !
Mas você não vai ver nenhum tutorial, nenhum post de auxílio ou ajuda da empresa dizendo como, se der erro o que fazer, ou que ajustar caso dê problema em algo específico (como é o caso que a S397 optou por fazer)
No fim é uma escolha que cada uma faz com os intuitos e interesses atuais da mesma como negócio.
 
Ai num tem graça! O legal desses jogos é a infinidade de possibilidades de pistas e de carros e outros trólólós

O ACC eu nem me interesso por isso.
 
Acho que vocês estão confundindo:
Suporte VS poder fazer!
A engine é completamente diferente e isso impacta na forma como as coisas são feitas!
Na do rfactor, as ferramentas e dados já eram bem difundidas, o que fazia a realização de mods mais "fácil".
E isso gerava suporte da própria empresa pelos n pontos já conhecidos.
Então novamente: Não é que não pode! Se você conseguir descobrir como fazer, só ir lá e fazer e divulgar !
Mas você não vai ver nenhum tutorial, nenhum post de auxílio ou ajuda da empresa dizendo como, se der erro o que fazer, ou que ajustar caso dê problema em algo específico (como é o caso que a S397 optou por fazer)
No fim é uma escolha que cada uma faz com os intuitos e interesses atuais da mesma como negócio.

Se for assim!...Mas o ACC dizem que é impossivel quase. Ou não?
 
Cara, é a mesma lógica!
Se vc pegar a engine do ACC (Unreal) e conseguir fazer o mod rodar, então pronto!
É uma que até tem mais tutoriais e tal na net. Mas a Kunos não vai ajudar em nada...

MOD é legal p/ determinado público e lógica de produto.
P/ esses 2, na visão de negócio e daquilo que querem entregar p/ estes, não é mais.
 
Cara, é a mesma lógica!
Se vc pegar a engine do ACC (Unreal) e conseguir fazer o mod rodar, então pronto!
É uma que até tem mais tutoriais e tal na net. Mas a Kunos não vai ajudar em nada...

MOD é legal p/ determinado público e lógica de produto.
P/ esses 2, na visão de negócio e daquilo que querem entregar p/ estes, não é mais.

Exatamente!
 
Pois é, muitos simuladores estão vivos ainda hoje pelos Mods. Os mods dão uma sobrevida extrema aos jogos, é só ver que ainda tem comunidade de GP3, GP4, Assetto Corsa nem se fala...tem mais gente jogando do que o ACC e por ai vai.

Mas no fim, o pessoal da Reiza achou que a engine do pCars 2 será o melhor...EU vou esperar o lançamento, uma promoção e fazer o teste....se não gostar, devolvo o jogo e peço o meu dinheiro de volta na Steam.
 
Pois é, muitos simuladores estão vivos ainda hoje pelos Mods. Os mods dão uma sobrevida extrema aos jogos, é só ver que ainda tem comunidade de GP3, GP4, Assetto Corsa nem se fala...tem mais gente jogando do que o ACC e por ai vai.

Mas no fim, o pessoal da Reiza achou que a engine do pCars 2 será o melhor...EU vou esperar o lançamento, uma promoção e fazer o teste....se não gostar, devolvo o jogo e peço o meu dinheiro de volta na Steam.

Esquisito...mas fazer o que né :/
 
Automobilista - Final DLC tracks & Update

The final update to Automobilista is out, and with it the last DLCs featuring two popular British tracks as Donington Park and Snetterton are also available both as standalone items as well as a part of the AMS Season Pass!

While a hotfix for eventual minor glitches from this release is possible, v1.5.24 is the last major update and marks the conclusion for Automobilista development. To celebrate the occasion we have launched the Automobilista Ultimate Edition, which bundles the base game with the Automobilista Season Pass, granting you all that AMS has to offer in a single purchase, 50% off the full price!

Below is the changelog for v1.5.16 -> v1.5.24:
  • Added Donington Park DLC (GP and National layouts)
  • Added Snetterton DLC (300 and 200 layouts)
  • Updated to latest Fanatec SDK, adding: support for Podium DD; rumble support on wheels and pedals; configurable flag LEDs (when applicable); improved 3-digit display and shift LEDs turned off if ignition is off, blinking if pit limiter is on; LED brightness configurable (when applicable) - all configurable from in game menu. Wheel rotation on game exit is now reset to maximum of wheelbase (can be configured to different value from controller.ini).
  • Updated to latest Logitech SDK - no more need for separate branch for Logitech G29 / G920 on Steam; Logitech G29 / G920 now resets to 900° on game exit (can be configured to different value from controller.ini)
  • Fixed a bug with Thrustmaster rotation detection, now game won´t change Profiler rotation from what it was before launching game
  • AMS Config now defaults to Windowed mode on Windows 10 systems due to Antialiasing failing to apply on NVIDIA cards in full screen mode (in case of problems run AMS Config and disable)
  • AMS Config app no longer crashes on exit
  • Multiplayer: Halved empty autochat message send time (to 15s) to keep connection alive and increased message priority to aid inactivity disconnects
  • Fixed occasional audio artifacts
  • Drift mode CTD possibly fixed
  • Slightly reduced default steering ratio for all vehicles
  • Several skin updates for various series

GENERAL NOTES:

This release includes several controller support updates for all 3 major manufacturers so please check the changelog for expected changes.

One such change means Logitech G29 / G920 users no longer have to use separate branches from main release for automatically configuring rotation lock per vehicle.

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

The previous v1.5.16 release remains available as a Beta branch in case you experience any issues with this new build or have an upcoming league race with the old version. Further instructions as to how to switch to a beta branch here.

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Our long overdue final AMS update is finally ready - those of you with access to AMS Beta can already enjoy v1.5.2, which among other things includes the two final DLC tracks - Donington Park and Snetterton, each selling for US$ 5.99 but free to those who already own the AMS Season Pass or Reiza backers on any current or past campaigns.
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Unfortunately the DLCs didn´t get submitted for review in time for Steam to greenlight it before the weekend, so release will remain on hold until Monday when it should finally be deployed.

Both Donington Park and Snetterton have been modelled with the aid of LIDAR data and represent some of our finest work. They also bring our roster of british tracks up to a total of 5, all of which carry over to AMS2 and serve as a baseline for further very interesting brit-centric series... But we´ll get to that later
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In addition to the two brand new tracks, the final AMS1 update packs some extra values with some bug fixes and an extensive update to controller support, with wheels from all 3 main manufacturers receiving attention - highlights include support for the newer Fanatec Podium DD wheels and for a bunch of features from the latest Fanatec models. AMS v1.5.2 allows Logitech G29 - G920 owners to run the game from its main branch, no longer requiring a separate branch.

While another hotfix for minor glitches that pop up post-release is likely, by and large this update marks curtains finally coming down for Automobilista, almost exactly 3 years after its v1.0 release back in August 2016. Automobilista exceeded our expectations in every way and opened doors for us to take bigger steps in the future, and for that we´re very thankful - but it´s the fact many of our fellow sim racers remain so engaged with it is what is most rewarding for us. We hope v1.5.2 is a proper send-off it and that people continue to enjoy it for a while longer!


Updating car and track assets for AMS2
With AMS1 being limited by its 32bit architecture and some of its cars and tracks showing its age, porting them over to the Madness engine is far from a copy&paste move - all cars and tracks from AMS1 in fact need substantial rework to be suitable for the new engine, and with AMS1 featuring a roster of over 50 unique tracks and over 40 vehicle models, upgrading and exporting most of these into the new engine is by itself a project of massive scale. To the team´s credit we are not only managing it within schedule, but doing so parallel to development of new cars and tracks.
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We spent a good chunk of August focusing on doing these updates, ranging from creating new trackside objects, upscaling models and remapping textures to a complete top-to-bottom overhaul, to outright remodelling them from scratch in the case of the most dated assets.
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The upgrades while considerable may still alow sharper eyes to tell which are not quite to the same level of the fully scratch-made models, but they should hopefully be enough to reduce the difference to almost negligible, ensuring we retain a consistency across all cars and tracks, which is crucial on several levels.
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As in previous updates we´ve dedicated a lot of space to presenting how we have been going about upgrading old content and bridging the gaps from one engine to another - this has obviously been a big part of AMS2 development so far, in order to ensure it´s a natural progression from AMS1.
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This however will be it for talking about the familiar stuff - from next month onwards we´ll start presenting a bit more about what´s fresh incoming with Automobilista 2 - features, physics and of course, some of the new cars and tracks that will come on initial release and beyond - those taking part in the AMS2 Early Backing Campaign can be assured the funding boost is being put to good use

That´s it for August! I´m out now to catch some of the ongoing track action and then to check out what´s going on at the Sim Expo - we just missed making it with Automobilista 2 this year, but Reiza is still present with some partners running Automobilista 1. If you spot me with an Automobilista 2 shirt walking about feel come say hello
 
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Pessoal, alguém tem uma dica pra quem tá começando ? eu não consigo me manter na pista, tento jogar stock car e é horrível, tenho G29 e jogo até que bem Assetto Corsa, consigo fazer umas voltas legais sem traçado e fazendo uma linha razoavel, apanho um pouco com 90-95% de força e não arrisco o online para não estragar o jogo dos outros, mas já no Automobilista eu sou horrível mesmo, o jogo parece que não passa sensação de velocidade e eu não consigo fazer nenhuma curva.

Alguém tem uma dica pra começar ? se eu devo começar em uma classe de carro mais fraca, com pista mais fáceis, com ajuda de tração/abs/estabilidade ou não, se eu jogo com traçado no começou ou sem, apanhando até conseguir mesmo ( o que torna o jogo meio chato ) gosto muito de ver vídeos do pessoal jogando campeonato e fazendo corrida, mas jogar é outra coisa.

Enfim, qualquer dica e ajuda é muito bem vinda ! obrigado.
 
Pessoal, alguém tem uma dica pra quem tá começando ? eu não consigo me manter na pista, tento jogar stock car e é horrível, tenho G29 e jogo até que bem Assetto Corsa, consigo fazer umas voltas legais sem traçado e fazendo uma linha razoavel, apanho um pouco com 90-95% de força e não arrisco o online para não estragar o jogo dos outros, mas já no Automobilista eu sou horrível mesmo, o jogo parece que não passa sensação de velocidade e eu não consigo fazer nenhuma curva.

Alguém tem uma dica pra começar ? se eu devo começar em uma classe de carro mais fraca, com pista mais fáceis, com ajuda de tração/abs/estabilidade ou não, se eu jogo com traçado no começou ou sem, apanhando até conseguir mesmo ( o que torna o jogo meio chato ) gosto muito de ver vídeos do pessoal jogando campeonato e fazendo corrida, mas jogar é outra coisa.

Enfim, qualquer dica e ajuda é muito bem vinda ! obrigado.
Como esta a configuração dos seus controles?
Pq aqui só fui ver resultado depois que perdi um bom tempo configurando volante e pedais.
Tb sou bem ruim (na maioria dos circuitos) mas gosto muito de jogar e só tive melhora com muito treino
 
Pessoal, alguém tem uma dica pra quem tá começando ? eu não consigo me manter na pista, tento jogar stock car e é horrível, tenho G29 e jogo até que bem Assetto Corsa, consigo fazer umas voltas legais sem traçado e fazendo uma linha razoavel, apanho um pouco com 90-95% de força e não arrisco o online para não estragar o jogo dos outros, mas já no Automobilista eu sou horrível mesmo, o jogo parece que não passa sensação de velocidade e eu não consigo fazer nenhuma curva.

Alguém tem uma dica pra começar ? se eu devo começar em uma classe de carro mais fraca, com pista mais fáceis, com ajuda de tração/abs/estabilidade ou não, se eu jogo com traçado no começou ou sem, apanhando até conseguir mesmo ( o que torna o jogo meio chato ) gosto muito de ver vídeos do pessoal jogando campeonato e fazendo corrida, mas jogar é outra coisa.

Enfim, qualquer dica e ajuda é muito bem vinda ! obrigado.

Cara, não tem muito além do óbvio. O campo de visão do Stock Car é meio longe (me refiro ao para-brisa do carro), então não passa tanta sensação de velocidade mesmo. Vc joga 100% sem ajudas?
Talvez seja uma boa colocar uns carros pra correr junto naquele test day e ir acompanhando mais ou menos eles (aumentando ou diminuindo o nível conforme necessário).

Eu tô muito longe de ser um piloto bom, mas acho os carros da Stock Car bem tranquilos de pilotar.
 
Cara, não tem muito além do óbvio. O campo de visão do Stock Car é meio longe (me refiro ao para-brisa do carro), então não passa tanta sensação de velocidade mesmo. Vc joga 100% sem ajudas?
Talvez seja uma boa colocar uns carros pra correr junto naquele test day e ir acompanhando mais ou menos eles (aumentando ou diminuindo o nível conforme necessário).

Eu tô muito longe de ser um piloto bom, mas acho os carros da Stock Car bem tranquilos de pilotar.
Olha, como eu tenho o jogo a pouco tempo, eu to jogando padrão como vem mesmo, achei bem equilibrado, realista mas sem forçar o volante, se quiser me passar como você usa ou algum vídeo eu agradeceria !
 
Automobilista v1.5.26 Deployed
Automobilista v1.5.26 has been deployed, and the AMS Dedicated app on Steam has been updated to rectify a few issues with mismatches.

Changelog below:
  • Fixed a bug that could cause rotation range not being set for older Logitech wheels in some cases; Fixed G27 LEDs not working; Added old method for rotation range adjusting, can be triggered from controller.ini
  • Fixed CTD when going out on track in some cases with direct drive wheel controllers
  • Added Fanatec Podium Direct Drive Preset
  • Snetterton: Revised AIWs; Added garage walls & detais; draw distance adjustments; Adjusted pit & start lights; Racing groove & other minor graphical updates
  • Puma Series: Added multiple performances to puma series
  • F-Classic: Fixed mistakenly commited audio experiment
  • SuperV8: Replaced Plasto Racing Team with Scuderia Basilea
 
Olha, como eu tenho o jogo a pouco tempo, eu to jogando padrão como vem mesmo, achei bem equilibrado, realista mas sem forçar o volante, se quiser me passar como você usa ou algum vídeo eu agradeceria !

Cara, eu jogo totalmente sem assistência. É como falei, sou ruim, meus tempos são ruins (até porque não tenho praticado nada), mas acho o Stock Car tranquilo de pilotar. Se eu pegar o jeito da pista e de ajustes do carro, acho que dá pra fazer tempo razoável. Pelo menos no online do GTR 2 eu sempre me segurava entre os 10 primeiros em servidor lotado online rs. A questão da falta de sensação de velocidade é do realismo do jogo mesmo. Se vc reparar numa transmissão da Stock Car real onboard, verá que o jogo é muito parecido mesmo.
Dá uma olhada:



No mais, se quiser marcar uma jogatina, me adiciona lá no Steam: danelon

Vai ser legal correr contra alguém ruim como eu. :haha: De quebra me anima a praticar mais.
 
Olha, como eu tenho o jogo a pouco tempo, eu to jogando padrão como vem mesmo, achei bem equilibrado, realista mas sem forçar o volante, se quiser me passar como você usa ou algum vídeo eu agradeceria !
Cara, eu jogo totalmente sem assistência. É como falei, sou ruim, meus tempos são ruins (até porque não tenho praticado nada), mas acho o Stock Car tranquilo de pilotar. Se eu pegar o jeito da pista e de ajustes do carro, acho que dá pra fazer tempo razoável. Pelo menos no online do GTR 2 eu sempre me segurava entre os 10 primeiros em servidor lotado online rs. A questão da falta de sensação de velocidade é do realismo do jogo mesmo. Se vc reparar numa transmissão da Stock Car real onboard, verá que o jogo é muito parecido mesmo.
Dá uma olhada:



No mais, se quiser marcar uma jogatina, me adiciona lá no Steam: danelon

Vai ser legal correr contra alguém ruim como eu. :haha: De quebra me anima a praticar mais.

Olha normalmente no fim de semana eu crio um servidor para jogar com 1 ou 2 amigos
Crio a sala com alguns Bots e jogamos corridas de 15 minutos + ou -
Tb não sou bom
Normalmente jogo com o MOD EEC GT3 (recomendo muito)
 
Cara, eu jogo totalmente sem assistência. É como falei, sou ruim, meus tempos são ruins (até porque não tenho praticado nada), mas acho o Stock Car tranquilo de pilotar. Se eu pegar o jeito da pista e de ajustes do carro, acho que dá pra fazer tempo razoável. Pelo menos no online do GTR 2 eu sempre me segurava entre os 10 primeiros em servidor lotado online rs. A questão da falta de sensação de velocidade é do realismo do jogo mesmo. Se vc reparar numa transmissão da Stock Car real onboard, verá que o jogo é muito parecido mesmo.
Dá uma olhada:



No mais, se quiser marcar uma jogatina, me adiciona lá no Steam: danelon

Vai ser legal correr contra alguém ruim como eu. :haha: De quebra me anima a praticar mais.

Obrigado ! realmente é parecido mesmo. Eu to meio sem tempo mas vou mandar convite lá, vou voltar a treinar e quando conseguir dar umas voltas sem sair da pista eu te chamo haha


Olha normalmente no fim de semana eu crio um servidor para jogar com 1 ou 2 amigos
Crio a sala com alguns Bots e jogamos corridas de 15 minutos + ou -
Tb não sou bom
Normalmente jogo com o MOD EEC GT3 (recomendo muito)
Agradeço, esse mod é muito difícil de se configurar ? vou pesquisar e dar uma testada !
 
Obrigado ! realmente é parecido mesmo. Eu to meio sem tempo mas vou mandar convite lá, vou voltar a treinar e quando conseguir dar umas voltas sem sair da pista eu te chamo haha
Agradeço, esse mod é muito difícil de se configurar ? vou pesquisar e dar uma testada !
Nada, normalmente basta colar na pasta correta do jogo
Se for carros - pasta cars
Se for pista - pasta Locations

As duas pastas ficam dentro da pasta GameData
 
Hello again everyone

September has been another busy month in an ongoing run of busy months that shall continue as we push flatout with development of Automobilista 2 - so let´s cut to the. chase and go straight into what we´ve been up to this past month.

AMS1 / rF2 Bundle Updates

We still have a few updates and fixes pending for these two releases which (at the risk of sounding repetitive) are due out soon. Please bare with us a little longer here

AMS2 Community Skins

We have recently announced in our development forum (restricted to Reiza Backers) that those who joined the AMS2 Early Backing Campaign will have the opportunity to become part of Automobilista 2 by submitting their own paintjob and driver name for any of the various fictional or semi-fictional series which will be present in the sim. and for which backers can apply to become one of the official drivers in Automobilista 2.

If you are a Backer and a capable skin painter, check out the various topics in Reiza51 for instructions on how to apply.

All talented skinners are welcome to come showcase your skills by submitting your application for any of the many series in Automobilista 2 open for community skins, such as this revamped Formula V12:

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For the more prolific skinners out there, be advised we are also on the lookout for someone to join the team in an official capacity - if you´re interested in taking this a little more seriouslu shoot me a PM

New and familiar Brazilian Series for AMS2
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As previously announced AMS2 will see the introduction of Brazilian Sprint Race Series. Powered by a 260HP V6 engine with RWD, sequential 6-speed shifter and with a central driving position, this car serves as an excellent training tool for several types of racing and should be a perfect option for door-to-door action.

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AMS2 will also continue to feature the popular Brazilian Formula Vee, the popular trainer now in its latest model featuring a new engine and suspension geometry.

Making the Game Engine Tick

Back when we were developing Stock Car Extreme into Automobilista, a small but significant adjustment we made was bumping the physics tick rate from the original 360hz to 720hz, along with controller rates from 90hz to a (potential depending on setting) 360hz - what this effectively results in is noticeable higher fidelity from physics and better feedback for the controllers, as the game is calculating physics and outputting feedback to the controllers at a faster rate.

With the Madness engine we have been looking into it again and finding some good room for improvements. Tick rates are a simple thing to change but something to experiment with carefully as audio, physics and controller rates all interact within the game engine and ought to remain somewhat in sync, so a good deal of testing is needed to find the balance between what rates bring noticeable improvements without causing problems.

The original tick rates had to mind performance on lower end consoles where there are more performance bottlenecks - given we don´t plan to release AMS2 in these consoles and PC hardware has continued to evolve over the years, combined with the fact our assets are generally lighter on resources has given us a little more leeway to tune up those tick rates and get a bit more fidelity all around.

The biggest boost this time so far has been on the audio front where tick rates have been bumped substantially to higher rates than it was and higher than the AMS1 audio engine (which ran @ 120hz) - the difference is even visible when analyzing the graphs below, showing two 100ms chunk of audio curves under the old and new rates:

Old Audio Frequency
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New Audio Frequency
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This naturally also results in substantial higher fidelity audio in-game, particularly with high revving F1 engines which are capable of covering a reasonable RPM range over 100ms.

You can hear what we´ve got so far in the video below featuring 3 of these high-revving engines over a lap at Interlagos - (please keep in mind the usual WIP disclaimers):



On the physics front, the margins for upscaling tick rates were smaller as both physics and controller tick rates were already set at 600hz,but physics has also been bumped up to AMS1 level @ 720hz, as when you´re trying to tame a 1000bhp monster on slicks over standing water you need all control you can have - see for yourself



As before all videos are captured with fairly standard system specs (i7-3770k CPU @ 3.50GHz, 16gb RAM, Geforce GTX 1070) so rest assured we´re not planning on blowing any gaskets here on the contrary, AMS2 should remain very accessible in terms of hardware requirements.

Grinding the Tranny - Manual Transmission Model

Further development on the physics have been made on the drivetrain model, specifically for cars with manual boxes so as in AMS1 the driver can´t get away abusing his gearbox speedshifting or skipping gears without clutching or rev matching.

Here again we´re fortunate to rely on SMS legacy code which was somewhat similar to what we had in AMS1, so re-enabling it and merging with our own model has been relatively straight-forward - it´s already working reasonably as can be seen in the video below:



Obviously everything seen and heard here is early WIP and subject to a lot of fine tuning, but the good news is that this compounds what is overall a more advanced model which will among other things eventually include damage to gears and gearbox altogether from recurring miss-shifts.

London Team Meeting

One of the catalysts for the recent developments has been our team meetings in London - for those not aware Reiza doesn´t have a physical studio so devs work from their own location worldwide, and all team work is done remotely. This is suits us fine generally but we also find it productive and personally rewarding to get together once in a while to perform a few days of intense in loco team work.

Unfortunately not many from Reiza could make it this time but the London setting wasn´t accidental as there we also got the opportunity to meet some of the key people at Slightly Mad Studios, and for a few days consult with some of their lead devs over various topics regarding the development of Automobilista 2 with the Madness engine.

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From left to right: SMS Andy Garton, Myself, Reiza Dom Lovric, SMS Ged Keaveney and Reiza Dave Stephenson

From the start of the relationship SMS has proved themselves to be great and enthusiastic partners, generous with their time, knowledge and assets, without which we wouldn´t have a chance of meeting the very aggressive development schedule we have set for ourselves with Automobilista 2. This again proved the case in London where we were treated with great hospitality and able to feed on their expertise, for which we are most grateful.

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That cover it for September! We have a couple more updates to go so expect things to pick up steam from now onwards with more info about the development of AMS2, our longer ter goals for it, the premium licenses we are in process of securing and everything else we´re aiming to deliver for it´s initial release and continuous development over the coming years.
 
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Não, simplesmente lindo
Única questão que eu tenho é quanto ao conteúdo do jogo (pistas, categorias, falta de licenças....)
Agora certeza que será um bom jogo

Por tudo que o pessoal fala, eu entendi que o conteúdo vai ser igual ao Automobilista 1. Inclusive nesses vídeos dá para entender isso também. Mas sabe que eu fiquei com vontade de comprar assim mesmo?
--- Post duplo é unido automaticamente: ---

Acho que seria legal da parte deles, pelo menos deixar a gente usar os carros convertidos do Automobilista 1
 
Hello again folks!

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
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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 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 runs on a Brush 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!
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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!

Automobilista 2 Community Skins

Last month we announced that those who joined the AMS2 Early Backing Campaign would also 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.

Some great results are already coming in and several drivers have already earned their place in the AMS2 grid, such as this beauttiful F-V10 by @Bruno Mendes

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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

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