AMS2 Beta Now Live | Development Roadmap

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Paul Jeffrey

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Reiza Studios have revealed the future development plans for Automobilista 2 in their latest 'Development Roadmap' posting.

As many of you will already know, the full 'version 1' build of the much anticipated Automobilista 2 is set to release this March 2020. For those of us who backed the original Reiza Simracing Bonanza crowdfunding campaign above level 5, or purchased one of the many early access packs for the simulation - this Friday 28th will mark our first opportunity to lay hands on the new racing simulation from Reiza Studios.

With plenty of hunger from the community to learn more about what's in store both short and long term for the new title, Reiza Studios have released their latest roadmap posting giving gamers plenty of ideas about what we have to look forward to in the months ahead:

....

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
There's 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 ad 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:

AMS2 Roadmap.jpg


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 Backer Campaign Wraps February 29th.

AMS 2 Header.jpg


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!

Original Source: Reiza Studios.

Automobilista 2 will launch March 2020, with beta access starting February 28th.

Got questions about the sim? Be sure to start up a thread in the RaceDepartment Automobilista 2 sub forum and let our awesome community be your guide!

AMS 2 Roadmap 1.jpg
 
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I can confirm as well that the beta is better than PCARS2 with GPU performance so far. Getting 105 FPS average with a 20 car grid in the sun (Formula Classics @ Suzuka/Kansai) vs. 85 FPS under similar conditions in PCARS2...that's running triple 1080p (see my sig for PC specs).

The FFB feels great, but it depends on which camp of FFB you tend to lean towards: AC/ACC style which to me is extremely detailed, to the point where it's giving you more info than you'd get in reality, to make up for not having your butt in a real car...or RF2/AMS1 which isn't as nuanced as AC/ACC in the tiniest details, but fits more closely to reality in feel. Both are great implementations and people get too bent out of shape over them to be honest...I like both methods but I lean towards the RF2/AMS style which I think gives enough detail under higher FFB levels without overwhelming the wheel, which might trigger oscillation.

Based on my first experience (2 hours with the Formula Classics on Jacarepagua Historic and Kansai GP), I think AMS2 has a little more of those tiny details than AMS1, but not to the levels of the Kunos games...but the overall feel is definitely closer to ISI sims vs. Kunos...and doesn't feel like PCARS2 to me at all. I used Reiza's profile for my wheel (Fanatec CSW v2.5) and just dialed back the in-game FFB gain from 100% to 70%...everything else is out the box settings.

Did not do an A/B with AMS1 to compare (but I will later), this is going off memory with 495 hrs logged in AMS1, with most of it done in F1 cars. Overall I'm impressed and I think they're off to a very good start...a few bugs here and there but people are reporting them to Reiza and they are responding to several of them today, so I'm very hopeful.
 
DD2 settings: Gain 27, Low Force 5, FX 25 (on wheel FFB strength 35) gives me a realistic weight and feel for the Caterham and other similar cars. A few cars have a lighter feel and need more Gain (30-35).
 
DD2 settings: Gain 27, Low Force 5, FX 25 (on wheel FFB strength 35) gives me a realistic weight and feel for the Caterham and other similar cars. A few cars have a lighter feel and need more Gain (30-35).

Even at 70 where I have it might be too much as I still get a little oscillation but it's not to the point where it's uncontrollable.

Does anyone know if you are able to fill the grid with AI in your multiplayer races? Thanks in advance!

Multiplayer is not accessible yet in this first beta version...It will be updated a few times before official release...don't worry, someone will most likely report back when it's unlocked...but I don't see why it wouldn't be an option if PCARS2 had it.
 
Interesting thread, I was not involved in the Alpha, so I have no access to the Beta, I did not even drive AMS because I do not drive without VR.

I don't mind PCars2 since I discovered Christiaan's pure FFB files. It does not make PCars2 my favorite SIM but some car/track combo are very entertaining, so, since PCars2 VR is really good, I indulge in PCars2 every once in a while.

From all I have read so far, I am in no rush whatsoever to engage in AMS2, I will wait for the dust to settle, it seems Reiza will need time to develop their title, which is fine and understandable.

I am interested in knowing more about Azure (Monaco) and Kansai (Suzuka). I am assuming they are both the proper layout, just a different name for Reiza to avoid paying to use them.

So for me, to like AMS2, the bar is not very high, no out of this world expectations, just interested in a nice (2020) VR experience with interesting content that drives well on my wheel.
 
OSW/Simucube 2 owners will need to be patient and afford Reiza some time to optimise for these platforms. For whatever reason, they haven't been able to work with them before the release as Renato stated earlier in this thread.

I'm sure they will get to this task when they can and judging by the feedback from Podium owners there's no reason to think it's beyond their capabilities.
 
I can confirm as well that the beta is better than PCARS2 with GPU performance so far. Getting 105 FPS average with a 20 car grid in the sun (Formula Classics @ Suzuka/Kansai) vs. 85 FPS under similar conditions in PCARS2...that's running triple 1080p (see my sig for PC specs).

The FFB feels great, but it depends on which camp of FFB you tend to lean towards: AC/ACC style which to me is extremely detailed, to the point where it's giving you more info than you'd get in reality, to make up for not having your butt in a real car...or RF2/AMS1 which isn't as nuanced as AC/ACC in the tiniest details, but fits more closely to reality in feel. Both are great implementations and people get too bent out of shape over them to be honest...I like both methods but I lean towards the RF2/AMS style which I think gives enough detail under higher FFB levels without overwhelming the wheel, which might trigger oscillation.

Based on my first experience (2 hours with the Formula Classics on Jacarepagua Historic and Kansai GP), I think AMS2 has a little more of those tiny details than AMS1, but not to the levels of the Kunos games...but the overall feel is definitely closer to ISI sims vs. Kunos...and doesn't feel like PCARS2 to me at all. I used Reiza's profile for my wheel (Fanatec CSW v2.5) and just dialed back the in-game FFB gain from 100% to 70%...everything else is out the box settings.

Did not do an A/B with AMS1 to compare (but I will later), this is going off memory with 495 hrs logged in AMS1, with most of it done in F1 cars. Overall I'm impressed and I think they're off to a very good start...a few bugs here and there but people are reporting them to Reiza and they are responding to several of them today, so I'm very hopeful.
better but NO DAMAGE......which will take a lot of GPU power if implemented,
 
My initial thoughts.

VR:
Fantastic, best VR implementation of any sim yet IMO. You can take your headset off and navigate all menus seemlessly from the mirror display (without having to mess around recentering.) Oh and no need for Steam VR so I can use multiple audio devices :thumbsup:

Audio:
A bit hit and miss, some stuff I quite like and some that needs work.

FFB:
Okay but a little uncommunicative at the moment. Also a bit jarring at times when catching slides in certain cars. Maybe some of this can be fixed through the FFB settings.

Physics:
Who knows, I have never driven any of the cars in this game IRL and know nothing about car physics :roflmao: Most of the cars that I liked previously in AMS1 are not that enjoyable in this build for me but I have found a couple of cars which I quite enjoy driving.

Visuals:
Fine really. Some of the colours seem a little off to my eye, not a huge fan of how the grass looks but I'm not that fussy... it looks nice.

Summary:
It's the first public beta build.
 
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However, FFB seems revised, there is not million sliders of pCars 2, but simple, elegant FFB menu like in AMS1. Overall gain which is the only thing you need for DD wheel, then Low force boost and one FX slider, which are for wheels with weak motors like G27. That's it. Easy to setup, perfect without tweaking, no need to start tweaking again when you switch cars... unlike pCars 2.
It's quite funny that you keep on comparing the game to Project CARS 2, but then you don't even know how the FFB menu in Project CARS 2 looked like.

maxresdefault.jpg
 
Feels great, sound good, love the content but Still no TAA :( the in game AA just isn't enough! I really hope for a better AA solution because at night the back of cars shimmers just like pC2.
the AA, is not the main issue, I prefer they focus about FFB, damage, AI, headlights, for AI, you have SUPERSAMPLING, that needs a powerfull GPU, cause even with 2080ti, I can't use this...
 
There is some damage both visual and physical. A friend of mine :cautious: broke his suspension a few times and knocked the nose bodywork off a car of some description and then got it stuck on what used to be the front right wheel (before it fell off.)
the damages are minimal or non existent, it's not the pCars 2 damage at all....and it needs a serious work, can't be satisfy with this damage stat....
 
the damages are minimal or non existent, it's not the pCars 2 damage at all....and it needs a serious work, can't be satisfy with this damage stat....

I don't think there's any settings to change damage yet, so they set it to a static amount...seems like they're unveiling bits of the game in steps, which makes sense to me in that you can focus on problems with certain aspects first. AFAIK Reiza is not a big team of developers so dealing with it in sections seems more efficient.

Of course someone is going to disagree with this and want everything available now, so they have 100 complaints instead of 20 :roflmao:
 
I don't think there's any settings to change damage yet, so they set it to a static amount...seems like they're unveiling bits of the game in steps, which makes sense to me in that you can focus on problems with certain aspects first. AFAIK Reiza is not a big team of developers so dealing with it in sections seems more efficient.

Of course someone is going to disagree with this and want everything available now, so they have 100 complaints instead of 20 :roflmao:
they need to use pCars 2 good features, and the pCars 2 damages were good, they have used for example pCars 2 AI, which is not (very) good.

In the rFactor 2 bundle, the cars have no any visual damage....
 
It's quite funny that you keep on comparing the game to Project CARS 2, but then you don't even know how the FFB menu in Project CARS 2 looked like.

View attachment 352729

Hmm, I was recalling Project Cars 1 nightmare of FFB menus. Sorry I haven't played Project FARTS 2 in over a year, so I forgot. But point stands, you had to go back to tweak it constantly (car per car), and never happy... The 3rd party Jack Spade etc. FFB files.... says it all (still, never happy)
 
Hmm, I was recalling Project Cars 1 nightmare of FFB menus. Sorry I haven't played Project FARTS 2 in over a year, so I forgot. But point stands, you had to go back to tweak it constantly (car per car), and never happy... The 3rd party Jack Spade etc. FFB files.... says it all (still, never happy)
I have to say that the AMS 2 FFB is FAR better than pCars 2, even if the pCars 2 rally cross were so nice....
For the moment I have a too much heavy feeling in he turns that can't be reduced without remove all the other effect.s...
The FFB needs improvement, but it's a good base.
And like pCars 2, we can use Custom FFB, so we need time but we can sureley adapt JSPade or others custom FFB....
 
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