Mods on ams2

What passenger said above.
I know of one team that's currently reverse engineering as I type.
How far that goes, who knows. But fingers crossed for tracks at the least.

Guess there's something in the contract between Reiza and SMS that says Reiza can't/wont do such a thing ;):D Makes sense though.
Bring on the goods!
 
Guess there's something in the contract between Reiza and SMS that says Reiza can't/wont do such a thing ;):D

That was in the contract with ISI for AMS1, as ISI still own rF1 which is sold as a mod platform and doesn't really want a rival. The Madness Engine is not designed as a mod platform and I don't think Reiza have any desire to make it into one. Reiza are essentially not a game engine creator - they are essentially a content creator. They are proud of their content and want you to buy AMS and AMS2 for that content, not as a mod platform. Even in SCE the content was encrypted - they didn't want you modding it, or copying it to rFactor.
 
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Car mods were allowed in pCars1, the devs even provided *very little* help to do so, but from what i understood it was always difficult to import cars and even more animations.
In pCars2 some more limitations were added, souch as no custom tires (don't know if someone found workarounds).
I'm sure we'll see car mods coming, but i highly doubt AMS2 will become a big mod platform.
 
Most of the files in AMS 2 are packaged in encrypted archives. They can be easily decrypted but doing so is apparently terribly frowned upon, so cannot be discussed here despite the info being available elsewhere on RD. Also, as far as I'm aware, AMS 2 will only use it's own archives... it will not use loose files from within those archives. In other words, sharing mods would be almost entirely impractical. You'd either have to share the entire archive even if you've only changed one file within it, or you'd have to share the modified files and leave it to the end-user to reimport it back into the archives.

So yeah, it seems pretty unlikely that AMS 2 will ever become a major modding platform.

Not necessarily.
The reasons above mean that it is indeed a bit pointless modding AMS until it's finished. With the way the game works, the slightest change to any of the archives used by a mod in a patch will break the whole mod. Given that all the cars, their models, their physics and their liveries are all still in very active development right now, it could potentially require a ridiculous amount of work to keep a mod working properly over the next few months.
 
I hate to be pedantic but I would suggest being mindful of the differences between “encryption” and file/data packaging formats. Where modding is concerned, you’re potentially at the mercy of how the underlying code base of a game functions. At that level, packaging formats and encryption have the potential to be distinctly different things.

I would say the odds drastically favor that “encryption” and “packaging format” will be able to be used interchangeably with AMS2 the same as most other games. Until GA of v1.0 happens and modders have been able to poke at it a bit, there’s always the possibility that the terms might actually apply in their literal different meanings.

Again, please let me emphasize this is just something to consider for the time being. I’m by no means pounding a semantic war drum yelling “everybody needs to be specific!”
 
Most of the files in AMS 2 are packaged in encrypted archives. They can be easily decrypted but doing so is apparently terribly frowned upon, so cannot be discussed here despite the info being available elsewhere on RD. Also, as far as I'm aware, AMS 2 will only use it's own archives... it will not use loose files from within those archives. In other words, sharing mods would be almost entirely impractical. You'd either have to share the entire archive even if you've only changed one file within it, or you'd have to share the modified files and leave it to the end-user to reimport it back into the archives.

So yeah, it seems pretty unlikely that AMS 2 will ever become a major modding platform.


The reasons above mean that it is indeed a bit pointless modding AMS until it's finished. With the way the game works, the slightest change to any of the archives used by a mod in a patch will break the whole mod. Given that all the cars, their models, their physics and their liveries are all still in very active development right now, it could potentially require a ridiculous amount of work to keep a mod working properly over the next few months.
I don't see what's the difference with Reiza amount of work to update official mods compared to modders unofficial mods?
 
I don't see what's the difference with Reiza amount of work to update official mods compared to modders unofficial mods?
LOL... I would imagine Reiza have tools integrated into their development platform and updating official mods is a click of the button. Since they don't have to stay compatible with existing non-Reiza mods, they can just publish the whole library whereas when Reiza releases an update, it automatically overwrites what mods you have, so then somebody has to jump through the hoops, whether it's you or the modder, so that you can have the mod put back. And, if Reiza wants to mess with you, they can change the encryption scheme.
 
I hate to be pedantic but I would suggest being mindful of the differences between “encryption” and file/data packaging formats.
I had an AMS 2 modding guide removed because it detailed "how to decrypt game files". So I think that distinction is pretty clear.

So is the encryption something necessary to the engine, or is it done to prevent modding?
Encryption is never "necessary" for a game or any other software to work. It is designed to stop people easily reading the data. In other words, the only reason for it to exist in a game is to prevent others from easily copying your work. Or easily modifying it. It does, however, appear to be a feature of the Madness engine so may not be Reiza's personal choice. Regardless, it's there.
 
Mostly because I’m curious and it’s a harmless question to ask; also because intent matters, and knowing the answer can give insight into their intentions.

I think Reiza have already made their intentions clear.

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.


source: https://www.racedepartment.com/threads/automobilista-2-the-big-interview-part-2.169275/

I hope we can avoid the myth that Reiza desperately wanted to make AMS2 a mod platform but the evil SMS wouldn't allow it.
 
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I hope we can avoid the myth that Reiza desperately wanted to make AMS2 a mod platform but the evil SMS wouldn't allow it.
I doubt it. You know how people are when it comes to conspiracy theories. I'm sure we'll see this claim time and again despite the clear official statement you've quoted above. Maybe we should keep a copy of that handy, so we can copy/paste it whenever the accusation arises? :p
 

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