Automobilista 2: The Big Interview (Part 2)

Paul Jeffrey

Premium
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.

AMS 2 Interview 2.jpg


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.

AMS 2 Interview 4.jpg


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.

AMS 2 Interview 5.jpg


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!

Like what we do at RaceDepartment? Follow us on Social Media!



 
 
Last edited:
I quite like the idea of a reasonably priced base game, with lots of varied dlc packs available. That would mean that I only pay for the content that I'm actually going to use.
For instance, I never drive modern GT cars, so if they are not included in the base game, I for one, will be made up. You can race them in other current gen sims already.
Also, if modding is not officially supported, there is a bonus in terms of game development. The devs don't have to worry that updates might "break" mods. This is something that causes a fair amount of friction/complaints in rF2, so I think it's something that will help to speed up development.
Hopefully, people will work out how to produce mods, later in the development cycle.
Just my 2c.
Actually, Renato already mentioned, in his youtube interview, something about not implementing some features in AMS1 because they feared the backlash if mods were to be broken.
 
These questions are easy. I wanna see Reiza explain the Project Cars 2 FFB menu! :D
But seriously. I wish all games used the same terminology.
Like tyre model constant force dynamic dampening, device driver damper, resistance dampening/friction, additional natural damper in the wheel settings, gyro...
 
excited for AMS 2 as long as it drives nothing like PC2. High hopes and confidence in Reiza in this regard.

With all the clamoring for mods one would think a developer could just release content well after release to continue to capitalize on their platform, which I would be happy with assuming the process for updating and keeping everyone on the same version is very simple.
 
I only hope the performance in VR has improved over pcars2, and since this will be an updated version of the madness engine this might be just the case... finger crossed cause I'm really looking forward to drive some brazilian stock car with all that this engine can offer in vr.
 
Hmm. Project Cars sold over 2 million copies. AMS sold 50,000 copies up to July 2018. While we all hope AMS2 will be a big sales success I don't think its a get-rich-quick scheme for SMS.
Ian Bell may also be planning on licensing the Madness engine on a much larger scale in future for other racing games. Kunos recent experience with the Unreal 4 engine shows it's not ideally suited for racing sims, so Madness engine may prove a better choice for other developers in future. If Reiza make a success of AMS2 (they almost certainly will) it's also an advert for the Madness engine.
 
Ian might be looking at the Epic/PUBG/Fortnite dynamic too. Let Reiza work out what works and what the engine can do (be their testing and make them pay for the privilege a la PUBG) then incorporate the best ideas/content into PC3 or Shift3:Off the Leash!
 
A racing software without modding is an incomplete software and allways will be, unless you release 300 tracks (historic and modern) and 1000 cars (probably in more DLC's) including full series... if not, you will find yourself racing an F1 championship on tracks like Brands Hatch or Snetterton. This is not realistic or immersive but maybe the customer target have changed...

From the interview i realised that there will be DLC's or "Expansion packs" for all tastes, even for features that should be included like dirt or career mode... :O_o: so it's understandable the lack of mod support.

I don't pretend to buy this title straight away and support Reiza this time, first i need to see how they pretend to keep the title alive and that means i won't be spending more 500€ in DLC's to have a full title working, but if the physics are good, which i'm kind of sceptical, well, who knows...
 
Oval racing not planned at this stage.
I really do not care about the non mods support, 80% of mod content is usually of low quality ..
But version 1.0 of AMS 2 does not provide for tracks and racing cars in oval is sad :cry:. For these and others, even with all the mess Rfactor 2 remains the most complete simulator today. I hope that some studio is interested in the rights of Indycar, my favorite category in motorsport, who knows as a future DLC of AMS 2 ;)
 
  • Deleted member 503495

Interesting. So I suspect pCARS's Monaco was the circuit displayed in the AMS2 previews, not work shared from the rF2 Monaco e-prix. From that, I wonder what tracks will be used as new additions or as replacements to existing AMS tracks (like Hockenheim or Brands Hatch, though AMS's Hockenheim is superior).
 
you will find yourself racing an F1 championship on tracks like Brands Hatch or Snetterton. This is not realistic or immersive but maybe the customer target have changed....
Don't worry, this can't happen.
You can't secure F1 license these days. :geek:
But version 1.0 of AMS 2 does not provide for tracks and racing cars in oval is sad :cry:.
Yeah, it's a huge shame.
And they say that oval racing is so dumb and easy, you know... "how the heck that can be hard, just turn left!?":alien: Or the people who think that making AI for oval racing is easy too. Guess they prove them wrong now, otherwise someone would done it properly by now.
 
All these comments about low quality mods...I mean, I get it, with non-professionals of course most will be lacking, but when you get into the top 10% quality mods it makes it all worth it, so much more worth it.

Totally not a reason to dismiss modding. You're only hurting yourself.

Pro Tip: Sort RD Downloads by Rating or Downloads and skim the top. There are some amazing cars and tracks. RD's Paul Jeffery has reviewed numerous top quality tracks. Search Youtube for people like Jimmy Broadbent, Chris Haye or Simracing604, and they'll review top notch cars and tracks. Go get those.
 
Last edited:
Just wanted to say I am very much looking forward to this. I think I got AMS for free because I owned GSC (if my memory serves me correct). In fact, I think I kept getting stuff for free from Rieza (additional AMS content). What fantastic support for their original customers. In return, I am more than happy to provide my support for your future title and not just because I think you deserve it, but because I am more than confident the title will be more than worth it. Don't let typical RD forum negativity get you down either. Just keep up the great work.
 

Latest News

What would be the ideal raceday for you to join our Club Races?

  • Monday

    Votes: 50 12.3%
  • Tuesday

    Votes: 42 10.3%
  • Wednesday

    Votes: 48 11.8%
  • Thursday

    Votes: 46 11.3%
  • Friday

    Votes: 141 34.6%
  • Saturday

    Votes: 240 59.0%
  • Sunday

    Votes: 175 43.0%
Back
Top