Automobilista 2: The Big Interview (Part 2)

Paul Jeffrey

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AMS 2 Interview 6.jpg

The second part of our big interview with Reiza Studios is now live! Read on here...

When the AMS 2 announcement dropped the community lit up with reaction and comments, plenty of which posed more questions that we had answers to at that point. In a bid to try and gather as much information on the upcoming sim as possible, we opened up the opportunity to put together questions for Renato from our community members - and you responded in fine style!

AMS 2 Interview - Part One HERE.

In Part 2 of our big Reiza interview, we throw down pretty much most of the community generated questions, and you can find the answers from the man in charge below...

RD: (question from @numbersevenhull) - AMS multiplayer had problems gaining traction other than for league use. How do you plan to address this... what are the plans for multiplayer (structured or lobby system), do they intend to integrate the PC2 safety and skill ratings, or expand upon them. Will the game offer any kind of stat tracking?

RS: I think multiplayer health fundamentally depends on having a large enough player base, as the online community is always going to be a percentage of that total. Our immediate focus is getting what we got right in AMS1, combining that with licensed content of broader appeal, and packing it with a more competitive presentation – that will boost the player base and multiplayer participation as a consequence. Once we have that we can focus on adding more multiplayer-specific features, although we do have some already planned and a few legacy systems we can also explore.

RD: (question from @numbersevenhull) - What areas of the game engine have you targeted resources towards improving and where do you feel they have been effective. Have you expanded the Reiza team and in what areas if any have you brought in new skills?

RS: We are about twice as big as we were at the end of AMS1 development and looking to hire more, as we intend AMS2 is a project that goes much further beyond v1.0.

We´ve hired a number of new artists as not only we have to produce new content at a quicker rate than before, we also have a lot of assets from AMS1 to bring over and upgrade for the new engine.

On the coding side we´ve been focusing on the low hanging fruits, ie mostly small adjustments that add good value, and making a few changes to bring some of the mechanics more towards what we had in AMS1, and soon we´ll start doing some work on the AI. We want to have a stable baseline with all these important things first before dabbing into more elaborate tasks, as that also gives us more time to get a better grasp on the engine.

RD: (question from @Gasper Zupan) – Do you plan to include the option to use old/used tires like in Automobilista 1? And limit the tire sets?

RS: Yes and yes.

AMS 2 Interview 3.jpg


RD: (Question from @Will Mazeo) – Will the new game have rejoin and full course yellows?

RS: It´s on our list, although we haven´t done any work on that front yet. So this probably lands on longer term features, ie post v1.0 release.

RD: (Question from @RobertR1) – We know MADNESS supports Oculus and HTC Vive natively, but what are your thoughts around the new Pixmax VR, and potentially other VR players entering or in the VR headset space?

RS: I think it´s great that a new generation of VR hardware is coming up, the 1st already offered a new level of immersion but still lacked the resolution to be really the game-changer it can be. We´re keeping an eye on what´s going on, but haven´t actually tried the new kits yet.

RD: (Question from @R1Joel) – Do you plan on supporting modding within the sim?

RS: We will try to give best support for users to share their customizations such as car skins, setups and custom championships.

For car and track mods you will be able to do as much as you can with PCars2, which is probably not a lot. It definitely won´t be a dedicated modding platform. There are several reasons why that is, the most obvious being the very architecture of the Madness engine does not lend itself to it.

That same architecture is actually important for us to protect our own content. Modding is fun, but seeing the car or track we poured our heart and soul into creating along with a considerable amount of our limited finances ported over to whatever the popular modding platform of choice is on the day, not so much.

Don´t get me wrong - modding platforms are great for sim racing, we were born from the modding scene as were many others of today’s elite developers. But we´re content creators first and foremost, and we need to protect that value. Besides, dedicating resources to creating a modding platform almost inevitably detracts from making and then keeping a well-rounded, consistent product which is what we aim to do.

Moreover, and because we´re content creators first and foremost, if there´s one thing we stand out on is the rate at which we can output good, consistent content at a fair enough fee. We also tend to keep a finger on the pulse of our user base so we know what most people want – if there´s enough interest in something we can try to deliver it ourselves over the shelf life of the sim.

With that said, there isn´t any measure being taken to prevent modding -if people manage to find their way around it to whatever extent, then by all means mod away.

RD: (Question from @Miguel Batista) - Will you be adopting the (MADNESS) SETA tyre model or develop your own?

RS: Yes we are using SETA.

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RD: Regarding tyre model and physics, does the MADNESS engine deal include PCARS 2 physics, or is it a graphics only type of arrangement?

RS: We´re using the complete engine, which is not to say we can´t port some of the things we did in the old engine.

RD: Due to the sharing of engines, are we likely to see similarities to how PCARS behaves, or do you have the scope / appetite / freedom to develop something entirely in house within the staff and skills available at Reiza?

RS: We do have all the freedom to do with it whatever we want, so that´s not an issue. It´s a matter of what needs to be done. I can say that from the get-go it´s going to be a lot more similar to AMS1 than people are expecting. And to my perception, and also from some friends who have already tried it is that some of the cars already drive better than they did in AMS1.

RD: To get an even clearer and more direct answer…. !!! Is this new game going to be basically Automobilista physics and FFB but with more bells and whistles on and slight nuanced changes, are is it a case of using much of the PCARS model as a base, and moving forward your own way from that point?

RS: I think the previous answer already covers that.

RD: (Question from @Ghoults) - Will there be a career mode or is it more about online racing and single races against ai?

RS: There is one particular Expansion Pack within the AMS2 plan that should feature a career progression of sorts, so that´s one thing. We´ll certainly try to add more if we can make it more than a gimmick, but there´s no guarantee we´ll be able to for v1.0.

RD: (Question from @c172fccc) - Will the tire model interact with LiveTack 3.0 as it does in Project Cars 2? For example, will it interact with dirt on the track and the depth of the puddles?

RS: Yes.

RD: (Question from @GTSpeedster) - Will AMS2 have native triple screen support day one?

RS: Yes – basically for hardware support you can take for granted everything PCars 2 already offered.

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RD: (Question from @Jan Mikuž) - How detailed, extensive will physical (visual) damage be?

RS: To begin with at least, the system will be similar to what you see in PCars2, which is not to say configured the same way.

RD: (Question from @FS7) – Going back to mod support for a second, is there any plans for tools to convert mods from AMS1 to AMS2?

RS: No.

RD: (Question from @tpw) – The graphic quality of the game engine is without doubt, but sims such as RaceRoom continue to lead the way in the audio side of things. What sort of limitations are present in this engine regards audio, and do you feel Reiza can lift the new title to a level above what has previously been possible with this engine?

RS: We believe strongly that audio design is crucial for a good sim racing experience, and we´re consistently looking into ways of making It better. We are using FMOD now and that is more advanced than what we had before, and we´re pouring a lot more resources into audio capturing from real cars, so it will be better than AMS1 both in terms of audio capabilities as well as sampling.

We have for example just recently captured this beauty:

How it will stack up against the other leading devs on this front will be up for users to judge, but you can at least be confident that audio design in general – not just engine sounds - is towards the top of priorities.

RD: (Question from @Kurupt CDN) - Do you plan to incorporate and build on the rallyX/stadium trucks that were in AMS?

RS: Yes – Rally / Dirt not in V1.0 though, most likely a separate dedicated Expansion Pack. Stadium Super Trucks we´d like to and are working on it.

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RD: (Question from @Kurupt CDN) - Any plans on adding or renewing the live weather app license (that has apparently lapsed in PCARS 2)?

RS: Good question! I guess we´ll have to look into it. No plans but certainly open to consideration.

RD: (Question from @fernandodasilva) - Any possibility of having spotters in other languages than English?

RS: In Portuguese for sure, English yes. Others unlikely for v1.0 at least.

RD: (Question from @j_troc_71) - How will this game be different than Automobilista 1?

RS: Bigger, better and prettier with some key new features is a good way to sum it up, but the basic design is fundamentally similar.

RD: (Question from @Tar Heel) - Will the replay system be the same as it currently is in PC2 or will it be improved upon?

RS: We are working on it as we speak. We already considerably upgraded the LODding logic and sharpness settings from cameras so replays look much better.

RD: (Question from @Jason Mullin) - know this may be too early but... Considering the potential great graphics from madness and better physics from Reiza... do you know yet what might be the target PC requirements? For those of us with Mid-range PCs.

RS: If you run PCars2 well, you´ll probably find AMS2 running at least as well.

RD: (Question from @fireballr18) - Can Reiza use parts of their former modulations in AMS (e.g. turbo modellation)?

RS: Madness already has a turbo model that is at least as good as what we had, which was very functional but also very simple. We´re using the native model.

RD: (Question from @VernWozza) - As someone who craves realism I'm desperate for a sim so take damage seriously. Will they be implementing any kind of unique damage model?

RS: As before, it´s one area we´d like to offer more but there is a list of higher priorities things above it we need to focus on first.

AMS 2 Interview 1.jpg


RD: (Question from @mibrandt) - How much control do you have on the visual side of things? The weather looks very good in pc2 but honestly I think generally the visuals are kinda overdone - like too much bling. Are you aiming for a more photo realistic look if its in your control?

RS: We aim for realism in every front, but this tends to be a more subjective matter than it should be. Art wise our approach is the same, we do have full control of the rendering engine we have more and better artists now so the results should, and are already evidently better. As for the bling, I do believe you can switch off most it if it doesn´t please you.

RD: (Question from @ShredatorFIN) – antialiasing has come in for criticism in previous MADNESS based games – is this something on the ‘to-do’ list at Reiza for the new title?

RS: We´re looking into it.

RD: (Question from @peppepino) – Will Reiza be looking to make “AMS2 Release” a recognised reason to not attend work, and if so, can you supply signed doctors notes so we don’t get into trouble from our managers?

RS: We can try make It so good that you may develop some RSI from racing too much, although I wouldn´t recommend it!

RD: (Question from @Keith Windsor) Can we have some idea of any 'new' race options that are intended. i.e. I'm really hoping for one or two features that have been left out of most sims in the past - For example: options for ballast, ability to match player and AI tyre wear, designate pit windows for player and AI, mid-race saves for those with real life commitments, decent oval behaviour as well as road.

RS: Ballast is already supported, as is mandatory pitstops with pit windows. Matching AI and player tyre wear is impossible, unless you mean dynamically adjusting it to be the same wear of the player… Mid-race saves certainly on the good-to-have list. Oval racing not planned at this stage.

RD: Have you any plans to look at Laserscanning for future tracks, despite the obviously high quality of the circuits already released for AMS1?

RS: We will if we can and when it makes sense – we have already used laser scan data for some tracks in AMS1, but we´re not adopting it as development criteria. For one thing we do a lot of historical tracks, and there is no way to scan those; for another we have good modellers capable of creating highly accurate models even without laser scan data.

We find the sims that do adopt that criteria tend to only have the more accurate tracks for a limited period if at all, not least because race tracks are alive things often going through constant reforms and laser scan is just a snapshot of it at a certain time. As an example I´d cite Imola, of which there are 2 laser scanned versions in other sims but ours is overall more accurate because it´s constantly brought up to the latest modifications.

Which is not to say laser scan data isn´t an invaluable accuracy resource, and it´s perfectly possible for us to combine that with our current modelling philosophy – in the cases we can do just that we certainly will continue to.

RD: Wheel support… do you plan on offering pre-set controller profiles like is the case with rFactor 2 for example? Also on the same topic, less broadly used wheels like older models or the new direct drive range – will special attention be paid to these in order to get the maximum benefit from these peripherals within the sim?

RS: We already do that with AMS1, although it could be improved and expanded. PC2 has a lot of legacy profiles which we´ll go through in time.

RD: (Question from @Tormentor) – Do you plan on having a pit out lap to the starting grid? Can we start from pitlane? Can we have tow trucks in FCY and marshals waving flags around the tracks? Can we have red flags because of crashes, with race interruption or premature end of race? Can we have change in strategy arranged by the chief engineer because of changes in weather or strategy changes of other teams?

RS: A dynamic race engineer is an interesting idea. Flag marshals we´d like to have, not in yet. The others I think are all demand more than they offer in return.

RD: (Question from @Constantin Grimminger) - How many people are currently working at Reiza and how will the guys that work on the Donington/Snetterton DLC contribute to the AMS2 work flow? Any chance to give concrete numbers on how many content creators (3D, 2D), physics guys and PR people are currently at Reiza?

RS: Without getting into specifics, Reiza currently has 18 devs working on AMS2. There is no one handling PR beyond myself though – we probably should get someone better suited for it!

On the track front we currently have one team focused on bringing and updating the existing AMS1 tracks to the new engine and another creating new tracks – the latter is handling Donington and Snetterton also in AMS1.

Generally we´ve always been a pretty lean operation and our limited budget has always demanded we put absolute focus on the essentials of creating the product. If AMS2 delivers the way we expect, some fronts will probably demand more dedicated resources and we wil then look into expanding further as needed.

RD: (Question from @o Tiger Feet o) - Are there any plans to implement a form of neural AI?

RS: We haven´t got our sights set that way yet.

RD: (Question from @bgil66) - Will you have a manual in pdf format explaining all aspects of the sim?

RS: We already did that in AMS1, although limited. Will certainly push to have something more in-depth if we can find the time.

RD: (Question from @Stefan Mizzi) - What kind of Telemetry API (or APIs) shall we expect?

RS: For the time being, same as PCars2.

RD: (Question from @Stefan Mizzi) – WIll developers have access to beta versions (or some documentation/information) to integrate with their applications?

RS: There will most likely be a short open beta period for users and app devs alike.

RD: Well, that’s probably taken you an age to read and respond to everything, so once again a sincere thank you from the sim racing community for taking the time to discuss this with us today. One last thing, in the usual RD interview style, do you have anything extra you can add to this interview that you’ve not shared before – an RD exclusive to end the marathon of questions?

RS: Thank you RD for always being there for us and for sim racing in general, you guys provide an invaluable service for our little corner of the virtual world and it´s most appreciated.

We´re pretty excited about Automobilista 2 – this is really the endgame we´ve been working towards for several years now so there´s a special energy now that this is really it. I´m glad to share that with the guys who have stuck with us through thick and this over the years, and also all who have enjoyed what we do and now have something exciting too look forward to. Rest assured we´ll do our best to keep you all posted of our progress over the coming months.


For the latest Automobilista 2 news and discussions, head over to the AMS 2 sub forum here at RaceDepartment and get yourself involved in the conversation today!

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I didn't use many mods in AMS 1.
Mainly some tracks, a few custom skins, but not many full car mods.

If AMS2 can have the same amount of content as AMS1, but with a few more tracks, & If the cars can be re-skinned, I'll be pretty happy without mods.
 
Shame about the lack of mod support. I believe that it is this feature alone that has kept Assetto Corsa alive for so long, despite the release of other sims during it's lifetime (would you honestly still be playing AC with only the stock content and no Content Manager after all these years?). And with Assetto Corsa Competizione dropping the mod support, Automobilista 2 could have stolen it's crown.

It looks interesting nonetheless. Definitely worth a look.
Yea but AMS1 stock content is so good. Assetto didn't have enough content on it's own.
I also think another reason why people still play Assetto is the devs spent years polishing and updating it after release.
If Reiza give us a lot of in game content, plus polish the game regularly, I think I'm happy without mods
 
I didn't use many mods in AMS 1.
Mainly some tracks, a few custom skins, but not many full car mods.

If AMS2 can have the same amount of content as AMS1, but with a few more tracks, & If the cars can be re-skinned, I'll be pretty happy without mods.
Same here. I just love their formula cars and hope they all make the transition. For me they are RSS Level and we will finally get a really good F1 experience in the madness engine.
 
I hope a name other than AMS 2 will be chosen. Googling and YouTube searching for the new stuff is so much easier when the names aren't similar. This was already proven when searching with rFactor vs. rFactor 2 searches.

The name is set and anounced already.

A tip for your search terms is to wrap them in quotes. Most support this style "Automobilista 2". In Google prepending that with a + or - will set the contained text as must inlclude or must exclude for example to search for assetto corsa excluding competizione:

Code:
Assetto Corsa -"Competizione"
 
AMS 2 without modding is a big challenge for Reiza: the content that will be offered needs to be good and vast.
They already made a lot for AMS1. While those might not be everyone's taste, being focused on Brazilian racing scene, Renato have always said AMS2 will have more contents than AMS1.

I think we can trust the people of Reiza to bring a lot of *good* contents. To be honest, choice of tracks is more important than cars to me. Every cars in AMS1 is enjoyable to me but my favourite is definitely the AJR and that's already confirmed to be in the game judging by the screenshots.

I'd love to see more authentic touge tracks from across the globe. Would be fun to have some obscure tracks from Brazil and other unpopular countries. Something fresh for once.

Shame about the lack of mod support. I believe that it is this feature alone that has kept Assetto Corsa alive for so long, despite the release of other sims during it's lifetime (would you honestly still be playing AC with only the stock content and no Content Manager after all these years?). And with Assetto Corsa Competizione dropping the mod support, Automobilista 2 could have stolen it's crown.

It looks interesting nonetheless. Definitely worth a look.
There is a good reason for this. The modding question have already been addressed in the interview with SimForce a few weeks ago.

Renato said its because of MADNESS engine itself being not made for modding in mind. It never is and never will.

But the other reason that's stronger to drop modding support is to let the devs do their work and not let the modders holding them back to add new features or change stuff because they don't want to break the modding scene. If they decide to make a big change and all mods will be broken, the whole playerbase is going to get mad. (Really, I have seen this happening a lot.)

So the best course of action is to not support modding a from the get-go. Maybe Ian Bell will change his mind in the future but I don't want this decision to be made by Reiza. They better focus on better things than adding modding support.

Sorry to go on a rant but after having so many high hopes in the last few days because I had been so reliant on rF1 conversions but TBH, I am extremely disappointed in them. Any hope of me buying this and upgrading my PC has gone straight to the bin.

Reiza should know it was the modding that made them, not anything else. Not motorsport series that isn't being livestreamed on YT and none of those they have contents are (bar Endurance Brasil and Copa Truck). They need to know that HSO adopted them for their league after spending years with antiquated rF1.

Given the direction this hobby has gone (the obsession with esports, VR, etc), I think I'll take retirement eventually given there's nothing else left and can't blame anybody who wants to quit too.

Shut up about no modding support already. There's a lot of garbage in the mods section. What we need is quality. You want mods? There are other titles (AC, AMS, etc.). You want contents made by Reiza? Get AMS2. There are some good quality mods for sure, but I don't want you guys to hold the developers back just to keep your sanity in check. Maybe that's why developers these days are so lazy.

"Oh don't worry about it. Just release this unfinished and unpolished garbage. The community will do our job for free anyway."

If AMS2 is good enough, it will attract the actual geniuses (not you, definitely) that makes the modding accessible, just like GTA. If not, go cry somewhere else. Holy crap, 3 pages in and we still have people crying about modding. If you actually played AMS1, you know that the vanilla contents are worth pouring your time in.

That's why we have choices. You don't get to decide what's good for the game. You don't even know the game yet. Like I said, don't hold the developers back. You're not doing the industry any good.

Read my response to another quote just above yours:

"Renato said its because of MADNESS engine itself being not made for modding in mind. It never is and never will."

Learn to read. Learn to be informed. This is why I sound very angry right now (I am). You don't read and you're blaming people for things that they can't control. I've seen this happen a lot of times in game developments, so forgive me but I simply cannot fathom why such mentality still exists.

I can't stress this enough: Let the developers do their goddamn jobs. You're paying for good contents. I'm not paying for developers who just want to let the community do their job.

When's the last expansion we had for AC? Yeah, you understand me now? Instead they made a new game that they think is what they think is best for the future.

---

Probably the 10th edit already but I myself love modding games. I've been looking to mod whatever game I play if possible. But I am not the genius, if the game can't be modded, so be it.

Then there are people like x4fab (Ilja). We probably will never see Ilja in AMS2/pCARS 2 because AC exists. Just like Patrick Giranthon is there for AMS because he's been doing that long before AMS exists but still pretty much the same platform. If another genius like Ilja is interested in MADNESS Engine, they will find a way.
 
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The name is set and anounced already.

A tip for your search terms is to wrap them in quotes. Most support this style "Automobilista 2". In Google prepending that with a + or - will set the contained text as must inlclude or must exclude for example to search for assetto corsa excluding competizione:

Code:
Assetto Corsa -"Competizione"
A timeless tip on Google, but it feels like jumping through hoops to search for videos on YouTube via Google. Especially if you wanted "AMS" videos rather than "AMS 2" videos.
 
Ian Bell said that in Pcars2 tyre was new technology, but suspension was still based on Gmotor. Because their own suspension is not yet commercially available.
This. Plus fully new transmission and throttling code. Which probably led to our excessive engine braking. We got the code in (and it IS good code) just in time and it was very tight to hit ship date which was contracted by the publishers. Not excuses, just facts. Sit back and enjoy how it works when properly polished.
 
This. Plus fully new transmission and throttling code. Which probably led to our excessive engine braking. We got the code in (and it IS good code) just in time and it was very tight to hit ship date which was contracted by the publishers. Not excuses, just facts. Sit back and enjoy how it works when properly polished.

We will in AMS 2! And hopefully in a future SMS title, too...
 
This. Plus fully new transmission and throttling code. Which probably led to our excessive engine braking.

I knew it! :)

We were talking about this in the last few months in another thread and reducing Engine Braking alleviated the over-rotation of cars in off-throttle cornerning. Unfortunately, it's a rather rarely used and hidden setting so most people wouldn't even begin to think of it.
 
Has anyone seen more details regarding the choice of Madness vs Gmotor 2.5. There is information about Ian Bell providing good support but not much of a physics reason why the chose it. I am curious about how much the tyre model came into it (the only info about this was Renato saying that the SETA model was different to the AMS/Rfactor 1 model.

I really enjoy AMS, Rfactor 2 and Project Cars 2. They do seem to have some differences particularly around tyres (project cars 2 seems to require a lot of tyre warmup, for example).

I'm really looking forward to AMS 2. AMS 1 seemed to have a lot of attention to detail.
 
According to what Renato wrote and said on youtube interviews there wasn't much choice as the condition for using Rf2 Gmotor 2.5 wasn't right for Reiza.
I too look forward to AMS 2. Really enjoy the Reiza content in Rf2.
Looks and runs better then most of the content there.
And I understand it is a small studio and they will not get everything right when released! But also know they will address it.
 

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