Automobilista Motorsports Simulator (Rieza Studios)

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has deployed Update v1.4.9 for their Automobilista racing simulator.
The Automobilista v1.4.9 introduces a new turbo model, a revamped native HUD system, and an updated version of the Austrian Spielberg circuit.

Changelog v1.4.81 to v1.4.9:
New Content:

Added Metalmoro AJR Prototype series
The Metalmoro AJR has been designed to be versatile for a wide range of different engine configurations, so its series in AMS will have the added bonus of featuring distinct engine options – besides the Chevy V8 currently being run by the single model in action, the simulated car will include versions with a Judd V10, Powertec V8 and Honda I4 Turbo as alternatives, all with their own distinct characteristics but overall similar performances.

General:
Added turbo model (used by cars in F-Classic, Lancer Cup, Mini, Metalmoro MR18 & AJR, F-Truck series)
Season Tool: Added calendar generation support; added additional track filters for series/type/venue/no of ai supported; added randomize action to selected calendar
Fixed a bug that would cause timing issues on the first lap of rolling start
Added skip race button to championships events where a DLC track is not owned
Prevented pit fixtures from loading whilst a player is on track online (should reduce stutter when a new player joins)
Removed race percentage as a race length type option, added a Distance option
Added protection so that FFB isn´t run when in the options screen
Added timeout failsafe to the finish session button, only allow 2 times the fastest lap of the session or 1/4 of the session time if no lap set yet, before being able to press next session
Removed race percentage timescale option
Improved Fuel Rate calculations to use a rolling 5 lap average for AI & Player
Adjusted fuel warning to when you have less than 3 complete laps of fuel left and disabled it when fuel consumption is disabled

UI & HUD:
Revamped native HUD & TV overlay system
Added ability to customize HUD layout with customingamelayout.ini (See support folder – read notes in the file!)
DynHUD is now disabled by default (can be enabled back in AMS Config)
Replaced UI font
Fixed loading screen text sizing at different resolutions
Updated championship mode UI
Tweaked team name sorting code so that teams no longer require unique names (removing V12, V10, 2015, 2017 suffixes)
Combined Online Chat & Timing Monitor screens
Fixed last car disappearing on timing screen when a player is removed before starting a race

Audio:
Added new interior and exterior curb samples (currently only in Formula V10)
Fixed possible occasional clicks and pops in audio (mostly noticeable on curbs / some engine sounds)
Fixed external shift sound sometimes producing artifacts when vehicle is far away
Slightly refactored external audio filter (should sound nicer when approaching/leaving camera)
Sound now pans from one side to the other in tracking external cameras (can be tweaked from PLR file)
Reverb level in surround mode can be adjusted per speaker from PLR file
Ambient sounds have been refactored, they are now in mp3 format and can be unique per track
Added new track announcer voice sound effects
Crowds now have two levels, excited and normal (more to come later)
Pit sound effects play only if you are in actual pit (be it viewing your own or opponent vehicle)
Disabled pit Sounds and Ambient sounds for Audio PostFX on low setting
Announcer and crowd sounds are not played in test day/time trial
All vehicle sounds should now be in center / not panned to side regardless of audio output configuration if wav files don’t have any pan in them
Fixed spotter spotting other vehicles when private qualifying is active (needs more testing)
Fixed bumpstop sound being triggered too often by curbs causing some clicks
Menu UI sounds do not produce clicks anymore if cursor is moved quickly over them
Reverb is muted when switching cameras
Ambient sound volume/pan is randomized slightly when switching external cameras

AI:
Adjusted AI so that its less affected when driving side by side or when a drive quickly approaches from behind
Minor fix to reduce AI pulling to the inside when quite far behind other cars and approaching corners
Toned down AI “Sudden Move” scalar in all cars
Reduced AI aggression in all formula cars

Content Fixes & Dates:
Corrected DRS zone ends at Spielberg, Hockenheim, Kansai (preventing AI from flapping wing open/closed in post DRS braking zones)
Added 2 new clear / slightly clouded sky sets
Minor LOD adjustments to F-Vintage, F-Vee
Increased P2P power in StockV8, Montana
Spielberg: Complete track revamp to 2017 version & updated graphics
Cascavel: Reduced garage depth to stop cars crashing into pit wall leaving garages
Velopark: Fixed object popping in back straight
Adelaide: Fixed Supertruck Ramp Material sound
F-Vee: Updated external sounds
F-Dirt: Updated external sounds
SuperTruck: Reduced AI aggression
Ultima: Added LSD to road cars
Super V8: Adjusted AI fuel estimating
F-V12: minor tire adjustments
F-Classic: minor tire adjustments
F-Vintage: Minor AI tweak
F-Ultimate: Minor AI tweak
Mini: Fixed max number of opponents to 23
Metalmoro MR18: Adjusted fuel estimates
F-Classic: Added analog cockpit configuration option; Fixed mirrors texture size, material mapping, overexposure, distortion
TC Classics: Updated cockpit textures (now all cockpits are in the main bodywork color and cockpit, roll cages can be skinned independently); Fixed various minor graphical glitches; Updated community skins; increased engine inertia; Fixed wrong VX IDs

General Notes:
Logitech G29 / G920 users: Automobilista Support for auto rotation is still on a dedicated Beta Branch labeled LogitechG29. Further instructions as to how to switch to a beta branch here.
If you have a bug to report please use the new bug report thread (make sure to check the opening post first).
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.
Dukester

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios released a new hotfix for their Automobilista racing simulator.
Update v1.4.92 brings a few improvements to the title and addresses the main issues that have been reported since the last Automobilista update.

Changelog Hotfix v1.4.92:
Fixed a CTD when loading a track that has unexpected AIW format whilst parsing for Track Map
Improved fuel log calculations in general. Now only log valid complete laps fixing an issue whereby garage to s/f line would count as a full lap and result in AI having fuel issues
Added an extra 5% safety to AI fuel calculations and adjusted AI fuel strategy in none race modes
Revised AI fuel estimates for all cars too much more accurate values
HUD time should now show 00:00:00 after time expires on timed sessions
Fixed an issue where championship vehicle would not select until you clicked on the driver name
Forced load UI Fonts in 32 bit to stop image corruption
Fixed a minor issue that Quali Duration would not enable after enabling Qualifying
Cleaned out audio code, removed some redundant bits (may solve some potential CTDs in higher AudioFX settings)
Updated User Guide with HUD manual
Updated light flares on safety cars
Save PLR File when going to track and leaving to the main menu to address player controller settings not getting saved
Fixed a CTD when race finishes online and you are a spectator
Fixed a CTD going to garage menu online when you are a spectator
Fixed G29 losing FFB when the game loses focus and under other arbitrary conditions
Fixed turbo sound in replay bug
Removed “Mono Speaker” from config app menu (not supported in Win7 and newer)
Adjusted curb sounds of various vehicles
Interlagos: Fixed F-Extreme compound restrictions
Santa Cruz: Fixed FTruck CTD
Londrina: Fixed road white lines in kart layouts
F-Ultimate: Revised tire wear for all compounds
TC Classics: Fixed wrong Uno Bala asymmetrical front ride height; Fixed bug in Uno rear view mirror; Fixed error with 2 Uno cars from B class not appearing
F-V12: Corrected missing VX ID in Magenta #12 car
F-Classic: Improved edges in analog cockpit gauges
AJR: Fixed rear brake glow clipping rear wing endplate; Fixed slow standing start with Honda Turbo AI cars; fixed inconsistent engine/sound/cockpit settings in a couple of cars
Camaro SS: Added Stock car 2017 Safety Car as a driveable option
ARC Camaro: Fixed click interior idle sound
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios released a new hotfix for their Automobilista racing simulator.
Update v1.4.93 contains a selection of fixes addressing some more minor issues introduced after the v1.4.93 build was released.

Changelog Hotfix v1.4.93:
Fixed occasional CTD when crossing SF line on the first lap out of the pits online
Fixed various Sound issues potentially causing CTDs and possibly server lag
Fixed AMS Config resetting audio configuration
Restored pre 1.4.9 replay compatibility, (1.4.9 -> 1.4.92 replays will not work though)
Fixed major lag & potential CTD when someone joins a server when there are AI present
Fixed an issue where the finish session button would not work in the last few minutes of a session when a player has set a time.
AI logic tweak to bring it more in line with overtaking behavior pre v1.4.9
Updated morning lighting values
Oulton: Fixed terrain hole inside pit lane exit
TC Classics: fixed window material name on Uno; fixed rear suspension modeling on Fusca
Important: Audio configuration has been reset to STEREO SPEAKERS to address a configuration issue – if you have another audio configuration please run AMS Config and review the setting accordingly.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Automobilista - Final 2017 Development Update
Buskerud - new kart track
This fictional venue is set in a bucolic Norwegian region amidst pine trees, wind turbines, lakes and rocky hills.
The two layouts are as close to a roller coaster ride one is likely to get without rails.
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Mendig Full Course
A new layout for Mendig - a respectable 11km course which roams through and around country roads, hills, village and the airport.
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Super Formula Dirt
The F-Dirt is getting a new big brother variant in the shape of the Super F-Dirt - an AWD Turbo, more powerful and higher grip version of the F-Dirt currently in the sim for some extra power drifting fun.
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Drift Series
We´ve elected to add a Drift series as a new bonus content to Automobilista.
The series will feature a few of the existing models customized for drifting. We also plan to add some custom Drift courses and scoring system. This however won´t be quite ready in time for v1.5 so will be included in one of the post-release patches sometime in January.
Image
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has released Update v1.5.0 for their Automobilista racing title, containing a nice list of new features and a brand new track and layout.
This final major update brings us to what Reiza calls the definitive version of Automobilista. From now on the development team will start to focus on an exciting new challenge. However, Reiza Studios will continue to support Automobilista with new DLC content and official competitions throughout 2018.

The Automobilista v1.5.0 update introduces the anticipated new official multiplayer ranking system named Race Rank. The aim of the leaderboard is not only to drivers from the fastest downwards but also give prominence to those who race recently to keep people actively racing. A full weekly schedule will begin on 1/1/2018 and will be posted both here on the forums as well as virtualxperience.net.

On the content side, V1.5.0 features the new Buskerud Kart track which comes with 2 layouts and a brand new 11km layout for the existing Mendig Langschliefe track. Besides the usual fixes and tweaks, the update also contains updated AI code, Revised rules settings, User Interface updates, Limited tire sets, Audio updates and more.

To celebrate AMS v1.5 release, the Automobilista Holiday Bundle is on promo for a limited time. You can save 74% of the normal cost purchasing the Automobilista Special Holiday Bundle on Steam, or get the Automobilista “Season Pass” including all DLC’s at a 50% discount price.

Changelog for v1.4.93 -> v1.5.0:
New Content

Added Buskerud Kart track (2 layouts)
Added Mendig Langschliefe layout

General
Added support for Ranked Servers: Lobby shows Ranked Servers average entrants ranking. Added player’s server rank in monitor view (Only Reiza Official Servers will be ranked at this stage)
Added “TIRE SETS” option to limit number of available tire sets over the race weekend (range 1-10 or unlimited as before)
Added “RETURN TO PITS” option to RULES settings (options are Instant, Car must be stopped and Car towed to garage with semi-realistic or realistic timings)
Fixed various issues with Steam Achievements
Disabled Pause While Zero Players server setting, as it is required for servers to announce on Steam
Added Game tag to results file with property “Automobilista”
Added Steam ID and Race Rank to player entries in Results files
Added Game Version and Profile in use to title bar on Dedicated Server
Increased frequency to smooth player´s steering wheel animation during replays (should no longer look jerky)
Fixed Spotter announcing last lap one lap too early if you were a leader in a timed race
Fixed Steam info not being parsed correctly when dedi is hosting without steam client logged in

User Interface
Redesigned Monitor UI screen
Added Escape Menu Confirmation option to Display settings
Fixed multi-join screen sometimes showing wrong track map
Added RaceRank leaderboard to Profile page
Auto select users time on TT Leaderboards
Refactored internet connection type settings
Garage UI now shows fuel by decimal point when step is less than 1.0
Optimized UI files, removing unused files and entries

AI
Tweaked AI suspension rates to smooth ride over curbs a bit
New AI code which uses actual car width to calculate road width

Audio
Enhanced surface sounds positioning
Fixed various little sound replay bugs
Lowered spotter default volume to 75%
Replay surface sounds are now positioned (both pre 1.49 and new replays)
Remote vehicles now also have tire sounds (although highly approximated)
Tweaked dirt residue sound calculation (should hear it more often)
Audio now is smoothly faded in / out when pausing/resuming game
Added additional audio output configurations: Surround Headphones 5.1, Surround Headphones 7.1, Surround Speakers 7.1
Added “Trackside Camera Audio Directionality” into PLR file for stereo configurations (with it non-zero, sounds in the back will be less loud then ones in front of camera)
Fixed RPM limiter sound not being played
Added new crowd samples (club, national in addition to old Grand Prix type)

Content fixes & Updates
New TV helicopter camera sample
Removed helicopter sound from ambient audio sample
Added audio environment settings to all circuits
Updated TV cameras for F-Ultimate, F-Extreme, F-Reiza
Updated Headlight textures in various cars
Fixed rear view mirror resolution inconsistencies
Granja: Revised AI paths in all layouts
Boxer: Increased brake torque & adjusted front tire load sensitivity; Updated series skin set
F-Trainer: Updated series skin set
Karts: Adjusted fuel scale to allow 0.1L increments (needs Garage UI code tweak); Further adjusted AI, adjusted front tire load sensitivity; Removed redundant / inaccurate feeler values; Reduced tire wear for all compounds; tweaked AI to reduce issues with rolling over curbs; Added more suitable standard tire management / start skill multipliers
AJR: Adjusted AJR RealFeel setting to reduce default FFB clipping; Fixed loop on high rpm in Honda Turbo
F3: Fixed double arms in F309; Updated external sounds & fixed missing onboard pit limiter sound
Caterham: Fixed double arms in various models
F-Reiza: Updated LCD display
Ultima: Fixed unbalance front brake torque in road versions
TC: Classics: Corrected some pitch errors in external sounds

General Notes
Logitech G29 / G920 users: Support for auto rotation is on a dedicated Beta Branch labeled LogitechG29. Further instructions as to how to switch to a beta branch here. If you have a bug to report please use the new bug report thread (make sure to check the opening post first).
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.
Dukester

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

This one just keeps giving. :D

Reiza Studios has deployed release Update v1.5.1 for their Automobilista racing title.

Besides the usual fixes and improvements, this update also contains a comprehensive AI revision and a load of impressive new content in the form of the new Drift Series & Game mode, F-Ultimate 2018 series, an updated Interlagos circuit, and a snowed-in Buskerud Ice track. The new DRIFT series comes as free base content to all game owners.

With only one more DLC to release, this update should conclude the Automobilista development.

Changelog v1.5.1
New Content

Added Drift Series & Drift game mode
Added F-Ultimate 2018 series
Added Super F-Dirt series
Added Buskerud Ice, Mendig Drift, Foz Tarmac track layouts

General
Fixed a CTD at track load if no sound card was found
Increased and added ability to customize a number of entries shown on Standings TV Display via customingamelayout.INI
Added repair existing damage to escape to pits rules (Semi-Realistic and up)
Added restoring of Tow to Garage value when rejoining an online game
Adjusted Driver Labels to only show a users RaceRank score online if they have a score (higher than 0)
Fixed an issue where font shadows bleed through when text is fading out (Driver Labels)
Added UI option to completely disable XInput detection
Reduced size of final cut track warning message as it overran the TV Overlay background.
Fixed an issue where a users PB lap times were registered as the fastest overall lap in a race online
Fixed wheel rotation not being locked on external / non-cockpit cameras (when the driver is visible)
Minor optimizations to audio code
Kick both users if two join with the same steam id on a RaceRank server
Added a reason digit when users are kicked from a RaceRank server

AI
Comprehensive Revision of AI Code resulting in better racing abilities throughout
Fixed Turbo Data not getting reset for AI when loading a new vehicle (could lead to AIs running out of fuel)
AI is now also restricted by limited tire sets setting (along with some basic strategical decisions)
Adjusted AI brake usage
Updated AI Aggression scalars for all cars to a more consistent baseline
Fixed an issue with AI lifting off when passing at the start finish line
Added HDV Param AIPassLatScalar – This is how much extra space a car leaves to pass when overtaking when they have 0% aggression (default is 2 meters plus a base 0.5m)
Added HDV Param AIForcePassCarLength – This is the distance in car lengths behind the car ahead that the AI will greatly increase their likelyhood to attempt a pass. Default is 0.6, higher, 1.0 or so recommended for slower cars

Content Fixes & Updates
Interlagos: Updated 2017 version to include latest Cafe chicane layout, curb design & other cosmetic updates
Hockenheim: Removed dust from the road on the left entering stadium section in historic layouts
Ibarra: Slightly improved AI performance in both layouts
Fixed various Z-fighting & other graphical glitches at Montreal, Adelaide, Brasilia, Buenos Aires, Brands Hatch, Cadwell, Imola, Guapore, Curitiba, Caruaru, Campo Grande, Cordoba, Goiania, Jacarepagua, Johannesburg, Kansai, Santa Cruz, Taruma, Velocittá
Bumped up default night brightness for slightly better nighttime visibility
Set default fuel load for all cars to half tank capacity
Updated AJR, F-Vintage, F-Dirt realfeel FFB values
Adjusted aero effects on wake for F-V12, F-V10, F-Reiza, F-Extreme
Caterham: Reduced team names
SuperV8: Talent files typo fixes
TC Classics: Adjusted clutch torque to avoid slipping on some cars; Fixed engines with wrong sound emission positions; AI tweaks; Fixed typo on Fusca 04 team
Montana: Small tire model adjustment
FTruck: Adjusted fuel estimation & adjustable boost inaccurately allowed in FC Truck
F-V10: full team names to avoid mixing up in all cars/tracks; Increased downshift protection to avoid engine blow-ups
AJR: Bumped up Judd V10 engine blowup thresholds to fix excessive failures
MCR200: Moved default brake bias slightly forward

General Notes
Server weekly schedule & Time Trial of the Week are now displayed dynamically on the game´s opening screen.
Logitech G29 / G920 users: Support for auto rotation is on a dedicated Beta Branch labeled LogitechG29. Further instructions as to how to switch to a beta branch here.
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.
Dukester

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza’s owner and project manager Renato Simioni has published a post in which he shares some more info about the ongoing developments at the Brazilian development studio and confirms that a yet to be announced Automobilista sequel is scheduled to become available in 2019.
Hello everyone!

We´re finally back to offer some fresh Reiza info for you. I know some of you have been earning for it for a while now. Firstly I´d like to assure that the relative lack of news does not mean things haven´t been going on in the background, but some news is indeed overdue and this feels like a good time to offer a round-up of where we stand on various topics – here goes!

Reiza Next Title (aka Reiza 201X or the AMS Sequel)
This is understandably the biggest source of anticipation so let´s start with that – I´ll try share as much as I can :)
For those of you who may not be aware, some background info: we first announced plans to develop a fully new title after licensing the ISIMotor2 Engine back in 2015 as part of the SimRacing Bonanza crowdfunding campaign to fund further development to Stock Car Extreme (eventually turned into Automobilista), as a way to give backers some foresight of where we were going on the long-term (also because this new title was offered as a perk on some investment levels). This new title was at various points referred to as Reiza2017, Reiza2018 or just simply the “AMS Sequel”.
As it turns out the announcement proved quite premature, and the estimate release schedule optimistic as the 3 years that have gone on since have brought up many changes – Automobilista proved both more demanding and more successful than we expected, earning it an extended development timeline; some people have moved on while others have joined, lessons were learned, new partners and better possibilities have presented themselves and all the while we have been juggling these changes and evaluating the new options in order to work out the best path forward.
While all that has inevitably pushed the schedule for the new release up further, we hope people can appreciate that this is a crucial step for the future and once development sets off on a given path it´s very difficult (and potentially lethal for a small studio such as ourselves) to try to turn around. It obviously hasn´t happened in 2017 nor will it in 2018, but the release is now set firmly to 2019.
The original plan was to develop our own tangent to ISIMotor 2 (and we have done that to some extent with Automobilista), it eventually became clear that tackling the bigger structural changes required to fully update the engine was too risky and time-consuming prospect, so we set off looking at alternatives that could deliver an engine to our requirements at a faster pace, and preferably not forcing us to discard the work poured into AMS. The good news is that there is no shortage of good options that will allow us to deliver on those targets.
One of which is indeed rFactor 2 – after we announced the rFactor2 Bundle there was some natural speculation about us licensing the rFactor2 engine for the AMS Sequel – the opportunity to develop the Bundle has certainly been valuable for us to properly sink our teeth into that engine and learn more about it, at the same time allowing us to create something fresh and generate some welcome extra revenue with it. It was also a chance to rekindle our relationship with our friends from Studio 397, with whom we had already collaborated early on the development of Automobilista.
While licensing the rF2 engine remains a very exciting option, for now, the development of the Bundle is an end on itself – we´re still evaluating other options including one that has just recently been presented while remaining adamant a decision will have to be taken soon.
In the meantime the project has been advancing in other fronts – we´ve recently secured a number of new exciting licensing deals to go along those we already had; we have also been working on developing new content and further upgrading the cars and tracks that will be ported over from AMS (most of them will).
This is what I can share now – while I appreciate this is not as detailed as some might have been hoping for, hopefully when the time comes for an official announcement (in a matter of weeks rather than months) the wait will have proven worthwhile :)

Reiza rFactor2 Bundle
The next step is on the road is the release of the Reiza rFactor 2 Bundle, an exciting prospect in its own right. Here are some more details we can now share about it.
Firstly, the content – these are cars and tracks that will make up the Bundle:

Cars:
Metalmoro AJR
Metalmoro MR18
MCR Sports 2000
Formula Vee

Image

Tracks:
Guaporé
Ibarra

Image

Our goal when assembling content for the Bundle was to put together a pack that was at once interesting, complementary and fit in well together along with exiting rF2 content. Obviously, the fact this is a 3rd party for another sim means it has to inhabit the design of that product, for that reason you won´t be seeing any of our semi-fictional cars on the Bundle, as Studio397 has been focusing on delivering officially licensed content for rFactor 2.
Since there are 50 venues and over 30 series to pick from in Automobilista it would not be surprising for some of you not to find your personal favorite in this package, moving forward though anything is possible – if the Bundle is well received it could be expanded or a new one put together, possibly even including bigger and/or brand new content.
Pricing is not 100% finalized but you may expect it to be close to standards of other rFactor 2 DLCs with items being sold individually and the full bundle at a special discount. We are pushing to release all items together before the end of September.

Last Automobilista DLC
This is another front where we have been running late over the original prediction, so firstly let me assure everyone that it´s still coming :)
Obviously much later than we´d anticipated – reason in part is that eyeballs have almost inevitably focused elsewhere lately, but the main challenge has been concealing the licensing demands of this DLC with the AMS Season Pass – as this pack wasn´t initially foreseen when we first offered the Season Pass it took some maneuvering and a bit more time for us to absorb the costs and keep it free to Season Pass owners. We´ve managed to work it out and should have more details about it in the coming weeks and release not long after.
Further Automobilista news is that while core development wrapped early on the year with v1.5.1 release we´ve taken some time to put together one more hotfix to address a few issues presented to us since. It should also be rolling out towards the end of the month.

Reiza Backers – what´s next
We have an extra treat for both Reiza Campaign backers as well as Membership pack owners – thanks also to the kind support of Studio397, upon release of the rF2 Bundle those of you in either group will have the option to request the Reiza rF2 Bundle to be added free to your Steam account (naturally so long as you already own rFactor2). More details on how to proceed to request this will be offered upon release.
As further clarification especially to backers who bought into investment levels that included the AMS Sequel and its eventual DLCs as potential perks, we´d like to assure you´ll still be due to receive those perks upon the release of the new title. The “extra” perks that have been offered since in the form of free additional AMS DLCs and now the rF2 Bundle do not subtract from your original perks.

Sim Racing Expo
The Sim Racing Expo will be taking place this weekend at the Nurburgring, and I will be attending along with some other Reiza devs. While we won´t be presenting anything this year, it should be a good opportunity to meet up and chat with those of you who may also be attending :) We´ll be roaming around on Saturday afternoon with our Reiza / Extreme t-shirts, so feel free to come up and say hello!

Hopefully, this update covers your more immediate questions, but if not feel free to ask below and I´ll do my best to answer you.

Renato Simioni
Owner and project manager at Reiza Studios
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Renato Simioni has today confirmed some new content is also on the way to the simulation - with the little known Puma Automobiles manufacturer set to make an appearance with not one but four models coming to this outstanding racing title.
Sharing preview images on the Reiza Studios forum earlier today, Simioni has confirmed the classic Puma GTE and GTB will be added as existing content to the Brazilian TC Classics DLC, and the yet to be released new P052 and Lumimari GT will be coming to the title as free base content.

For those of us maybe less familiar with the Puma Automobiles brand, here's what Wikipedia have to say on this obscure but rather cool manufacturer:

Puma is a Sports Car manufacturer, based in South Africa, which originally started out in Brazil. While based in South America, the company built cars from 1964 until roughly 1995, and also produced trucks from 1978 to 1999. The company then returned in 2013 under the name of "Puma Automobiles" and began manufacturing the Puma 52 (made especially for racing tracks) and the Puma GT 2.4 Lumimari.

Many consider[weasel words] the first development of Pumas to be a result of Brazilian regulations during the 1960s that restricted imports and were designed to encourage domestic automobile production. High tariffs and more import-friendly regulations of the mid 1980s, as well as turmoil in the company, are widely considered to be among the main factors that ended the production of the first generation of Puma's Brazilian produced automobiles. During this era, Puma sourced engines from DKW (3 cylinders), Volkswagen (4 cylinders) and General Motors (4 and 6 cylinder) and mounted them on their own chassis and Fiberglass bodies. A select number of cars were exported to US markets during the 1970s to the 1980s, but a more cost effective Kit car option was responsible for the majority of US models. The Kit car variant was actually a complete car exported without the front suspension, transaxle, engine, wheels and tires. The missing components were available from the North American distributor, or the buyer could source the needed parts locally. Less restrictive regulations permitted the importation and marketing of a greater number complete cars in Canada.

Production of the first models started in 1964 using DKW components and a front engine, front wheel design. These models were sold and manufactured exclusively for auto racing. In 1967, and the entire automobile was re-adapted for street use and commercial sale and featured an updated rear-mounted Volkswagen engine with a rear-wheel design.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios has deployed a new update for their Automobilista racing title.
Update V1.5.13 features a set of minor fixes and updates in preparation of the new car models which will become available in the coming weeks.
Besides the preparations, the update also includes the Goiania External Ring and an updated version of the Imola track.

Changelog v1.5.11 -> V1.5.13:
Fixed UI bug that could allow resetting tire sets/track progression/tire wear/fuel wear mid-session
Fixed AI not going out of the garage when tire sets UI option is set to “Default”
Corrected conflicting IDs in Drift tracks
Made windowed mode default to borderless
Added various fixes to drift score calculation
Added multiple race setting to Dedi Toll
“Look for XInput devices” is now defaulted to off to avoid long loading times (will reset for all users to default)
Fixed bug where running multiplayer in spectator mode would cause the single player to default to TV trackside camera
Further tweaks to default settings in dedicated server (Max Data Client minimum 128 kbps)
Added new Extreme SimRacing branding to tracks and various car skins
Goiania: Added external ring layout
Imola: Updated to 2018 modifications & added nighttime lighting
MCR: Added headlights and brake lights for night time racing
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Today Reiza Studios posted a set of fresh preview screenshots showcasing the Puma P052 and Puma Lumimari. Both cars will be added as free base game content. Furthermore, the Puma GTB and Puma GTE will be added to the Brazilian TC Classics DLC. The Puma pack for Automobilista is scheduled to become available by Christmas.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Automobilista – Puma Pack And Update V1.5.15 Released
Back in November, Reiza Studios proudly announced that they had partnered up with Sports Car manufacturer Puma Automóveis.
To celebrate the return of the Brazilian brand, Reiza Studios now brings 4 models of the Puma Automóveis brand to the Automobilista racing simulator.
The Puma P052 and Puma Lumimari are both added as free base game content for Automobilista.
While the Puma GTB and Puma GTE are added to the Brazilian TC Classics DLC which can be purchased for $8.50 AUD on Steam (The Season Pass has this DLC included).

Changelog for v1.5.13 -> V1.5.15:
Added Puma Series with Lumimari, P052 models
Added Puma GTB, GTE models to TC Classics series
Goiania: Fixed VX ID error in External layout
TC Classics: Adjusted engine inertia
F-Classic: Adjusted AI fuel consumption & threshold for tire pitstops
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Likely the last Dev update before it's all about AMS2: Reiza August 2019 Development Update
August has been another very busy month - this is some of what we have been up to the last few weeks:

Automobilista - Final DLC tracks & Update
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.
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!

rF2 Bundle Update
The update for the rF2 Bundle is likewise wrapped for release but on hold for a few more days until S397 has a window to review and prep them for deployment. These cover mostly fixes for minor bugs reported since our last update a couple of months ago.

Automobilista 2 - the new & improved Formula Classic
You may recall from the AMS2 intro trailer that we already have a few historical Mclaren F1 cars lined up for release in AMS 2 (a lot more to come on that front) - as exciting as it is to be bringing those great classics back to life in AMS2, we find it´s important to give them some proper competition to race against.
Enters the new, improved and substantially expanded F-Classic series, going from one single model from AMS1 to a total of six, fully scratch built models, spread over 3 generations covering different regulations and engines ranging from massive 1400 BHP monters, to glorious sounding V10 and V12 3.5l with everything in between.
This means teams will have unique performance and handling providing a lot more variety and very real challenges within these fictional series. Other fictional series from AMS1 will receive similar treatment for AMS2.

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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.
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.
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.
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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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Development of AMS1 comes to an end, bring in AMS2

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza AMS V1.5.24 Update Notes:

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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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza Studios deployed a new hotfix patch for their Automobilista racing title.
Update v1.5.26 includes some urgent fixes and improvements, while also the AMS Dedicated app on Steam has been updated to rectify a few issues with mismatches.

Changelog:
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 & details; 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 committed audio experiment
SuperV8: Replaced Plasto Racing Team with Scuderia Basilea
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Might be the last ever update to what could be affectionately known as rFactor 1.5
Reiza Studios deployed a new hotfix patch for its Automobilista racing title. Update v1.5.3 addresses some of the main remaining issues since the last release.

Changelog:
Added a hardcoded SteeringFFBMult value so a car will still have Force Feedback even if the value is missing or zeroed in its physics file
Fixed Fanatec DD base features initialization in compatibility mode
Fixed centering spring on game startup for Logitech wheels & small adjustments to rotation range method
Fixed Fanatec wheel rumble being turned off in wrong way
Donington: Switched off collision for pit building roof so Trucks won´t be stuck
Snetterton: Fixed crash in AMS Dedi loading Snetterton 300; Fixed filters so the track will be available for FTruck series; Small graphical and object updates
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Reiza October 2019 Development Update
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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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Automobilista 1 is now on sale with 75% off on Steam, with the Season Pass 50% off: https://store.steampowered.com/app/4316 ... mobilista/

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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Check this out!!!



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