Automobilista Motorsports Simulator (Rieza Studios)

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

unscrecon has released a gameplay video of Automobilista’s full Mendig track on Youtube.

Currently being beta-tested by testers such as unscrecon, the full version of Mendig will extend the airfield track currently available in Automobilista, allowing players to drive on the nearby roads connecting the airfield as well, forming an extensive and versatile environment to race in.

The full version of Mendig will be coming up with Automobilista’s upcoming 1.0 release that is due later this month, also introducing the Formula Vintage.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Tomorrow (Wednesday, August 24th) the small Brazillian software house will officially launch Version 1.0 of the Automobilista Racing Simulator.
To celebrate this imminent release, Reiza Studios has now released a new promo trailer and a stunning gallery of in-game screenshots.

The new release will feature brand new content in the form of the Formula Vintage 1967/1969, and some brand new track layouts of which the biggest one will be the “long” 7km version of the Mendig track. The V1.0 update will also contain an extensive list of fixes and improvements. The full changelog for v1.0 will be released at launch.

Keep in mind that the Early Access discounts end and the base game price will now change to US$ 39.99. (Instead of the current US$ 29.99.) However, until Sunday 28th you can still purchase the title from the Reiza Studios forum store for only US$ 29.99. The full Reiza Membership Package which includes the base game, all DLC’s and the beta access will be upgraded to US$ 54.99.
The Early Access version of Automobilista is also still available on Steam
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Ummm

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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Its a big day for Reiza Studios. Today they will launch version 1.0 of their popular Automobilista Racing Simulator.
Besides new content such as the F-Vintage 1967/1969 and new track layouts, the new Automobilista update will also feature a significant amount of fixes and improvements on the graphics, sound and physics side of the simulator. Many sim racers out there will be curious to find out how Reiza improved the driving physics of their racing simulator.
So Reiza's in-house physics Guru Niels Heusinkveld published an interesting video in which he explains some of the physics improvements that will be coming to the Automobilista full version release.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Reiza Studios has officially released Automobilista V1.0. and therefore ending the titles early access.

Automobilista continues where its predecessor left off, by adding all the new cars & tracks that were proposed in the SimRacing Bonanza crowdfunding campaign. The racing simulator also features dynamic track conditions, advanced transmission and tire modeling, substantial upgrades to physics, graphics & audio, new game modes and much more.

While this is the end of the early access format, Reiza Studios already explained that Automobilista will be a long-term project and that they will continue updating the title with new content, features, and improvements. We also expect to see the first DLC packages released in the coming weeks.

The full version of the Automobilista racing simulator brings you some new classic vehicle content in the form of the F-Vintage 1967 & 1969 Grand Prix cars. Furthermore, Reiza Studios also added some brand new layouts to the Mendig, Buenos Aires, Kansai, and VIR tracks. As with every update, the core game update also features a big list of fixes and improvements. (Check out the full changelog below.

Features:
Upscaled 720 Hz physics and 500 Hz input rates grants AMS super-accurate, high fidelity physics and Force Feedback
Vehicle physics based on models developed for professional racing teams with in-depth exclusive data
Minutely detailed and accurately modeled race tracks with 3D bumps, custom road properties, and air density according to its location and altitude
Engine sounds sampled from high-quality recordings of real cars
Capturing the ever-changing demands of racing.
Cars with old-style gearbox mechanisms will demand proper gear engagement by using the clutch or synchronizing revs.
Modern cars will demand the handling of advanced electronic systems.
High downforce cars will create an aerodynamic wake for those that follow.
24h cycles will allow racing from dusk to dawn and at night.
Dynamic track conditions turn the racing line into a grippy rubbery trail and builds up marbles offline
Dynamic tire damage & dirt pickup add further extra dimensions to the driving experience

Some further important info regarding this release:
A new player profile is strongly recommended.
Replays from v0.9.8 and earlier may not be compatible with v1.0
Mods might need to be updated – especially mods that are in the REIZA28 – REIZA35 range as those slots have been reserved for official content as well (mods in that range won´t show up in the menu).

Full changelog from v0.9.8:
Content:
Cars:

Added Formula Vintage series (1967 & 1969 seasons)

Tracks:
Added Flugplatz Bergschleife & Mendig Supertruck layouts to Mendig
Added circuits no 7 & 9 to Buenos Aires
Added West & Classic layouts to Kansai
Added South & Patriot layouts to VIR

Features & Fixes
Track conditions now cumulative over race weekend (no longer resets to initial state every session)
Added track progression & qualify length options to AMS Dedicated tool
Added DynHUD spinner for alternative designs & two extra default options (CleanHUD & Telemetry)
DynHUD: Various stability & functionality fixes
Disabled 16bit option altogether from AMS Config
Added AMS Config option for alternative SweetFX presets & included some new presets
Re-ordered and replaced main menu series graphics to feature a preview of each vehicle in the series
Upped “reserved” slots in the main menu for official content from previous 28 to 35 (so mods which were previously in that 29-35 range will need to be renamed to show up in main menu)
Folder “\SCREENSHOTS” is now created in root configurations folder rather than as subfolder of User data (needs to create a new config.inito take effect)
Fixed opponent class filter so it no longer displays different cars in the same class.
Added extra track and vehicle information to showroom & loading screens
Added music fade out during loading screen
Added spectator mode option to the multiplayer lobby screen (was previously in create session screen which caused some confusion)
Fixed bug with multiplayer opponents appearing floating when loading replays from the replay fridge
Fixed bug with some sound effects looping during replays
Fixed bug with Multiplayer menu settings not working
Fixed issue with cars not featuring an onboard engine starter being unable to start in a formation lap by having pit crew fire up the engine
Fixed vehicle selection menu in multiplayer to display only allowed cars when running All Cars & Tracks
Speeding in the pits & not respecting blue flag now award drive-through penalties rather than Stop/Go
Tweaked position of Main Menu series spinner & added page number
Mod tracks are no longer listed for Time Trial mode
Added missing championship configuration options
Updated input binding options when a command is already mapped to another function
Added UI option for setting qualifying length
Added UI option for multiple race-heats with reverse grids
Several adjustments to Garage UI
Renamed some track layouts to a more consistent standard & moved Historical venues to the same menu branch of their modern counterparts
Updated Portuguese, french, Spanish localization
Added messages for manual ignition
Revised Realfeel settings for several cars
Fractionally reduced overall AI aggression
Fixed FFB remaining loaded while hitting pause, ESC or instant replay
Removed redundant DRS & Push-to-pass messages when car in use is not equipped with such
Various shader improvements
Vehicle shadow optimization (all cars)
Updated feeler settings to minimize wheel interlock glitches
Added throttle mapping (built into the physics)
Fine tuned road dust properties
Fine tuned various sound effects
Sound updates to F-Vintage, Marcas, Boxer
Several car skin updates to F-V10, F-Reiza, F-Extreme F-V12, Superkart, Opala, Opala 86 & Added new Renault Fluence car
DynHUD: Fixed Delta Widget resetting in Time Trial mode after a restart
Speedland: Improved night lighting & fixed several collision issues
Improved AI paths for Londrina, Johannesburg Historic, Interlagos Historic, Montreal, Cordoba, Spielberg layouts
Johannesburg: Reduced bump in tarmac seams
Mendig: Several trackside detail updates
Kansai: Relaxed corridors on exit of corners with astroturf
F-Vee: Adjusted alpha channels in driver helmets
SuperV8: Added new cockpit model
F3: Added new cockpit-mounted LCD display alternative to both models; Adjusted team & driver names; Added remaining talent files; optimized LODs; Revised tire physics & default setup
SuperV8: Adjusted default setup fixed tires and rims blur settings
Boxer Cup: Texture optimization, new cockpit materials; fixed display temperature readings clipping above 100º, adjusted default roll bar stiffness
MR18: Revised tire physics
Lancer Cup: Revised tire physics; Fixed small hole in Lancer R cockpit
Opalas: Revised tires & AI
F-Reiza: Totally revised physics: New front geometry; Revised Tires; Changed setup, dampers, bump rubbers; added throttle-map per gear
F-Extreme: New front geometry; Revised Tires;
F-V10:Texture optimization, new cockpit materials; fixed tires and rims blur settings, optimized LODs
Marcas: Updated LCD displays
F-Retro: Adjusted tires

OBS: Steam Achievements will be added shortly.

VX portal is now also officially launched at http://www.virtualxperience.net . You can access the multiplayer lobby and launch the sim straight from your browser. Our official public servers will also be deployed shortly.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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This is a seriously good game now. Only real point it is lacking is graphics.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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So when are we going to do a season in this game?
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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norbs wrote:This is a seriously good game now. Only real point it is lacking is graphics.
Yep & unfortunately it will be like that if it stays as a DX9 game. It would be great if it ever gets updated to DX11 like iRacing did. But I think the work effort involved would be too high for such a small dev team & would come with little financial reward unless they made it a paid upgrade, of which I wonder how many would buy it.
For now they will be concentrating on their upcoming Brit Pack DLC pack, planned for release in about a month (27th Sep) with subsequent packs planned for release in the following months;
BRIT PACK, comprising 3 classic british tracks along with 4 popular british club racing cars - these are:
Tracks:
Brands Hatch
Cadwell Park
Oulton Park

Cars:
Ultima GTR (road & race spec)
MCR SPorts 2000
Caterham (several models)
Formula Trainer (semi-fictional wingless trainer car)
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Duke wrote:
norbs wrote:This is a seriously good game now. Only real point it is lacking is graphics.
Yep & unfortunately it will be like that if it stays as a DX9 game. It would be great if it ever gets updated to DX11 like iRacing did. But I think the work effort involved would be too high for such a small dev team & would come with little financial reward unless they made it a paid upgrade, of which I wonder how many would buy it.
[/quote]

Apparently a developer that was working on it (VR implementation needs it) left.

http://www.racedepartment.com/threads/a ... st-2295113
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by w00dsy »

is it just me or are the Stadium trucks a bit easier to drive now? It's still very easy to spin but i used to feel like i couldn't control it most of the time unless i was only lightly touching the throttle. It'd be great if they could get the sound system out of this game and put it into AC. There's so many different noises going on in this game.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Reiza is working on a version 1.0 hotfix that will address issues with Windows 7 as well as introduce further performance optimizations and other small fixes.
Aside from working on the hotfix, the team is also busy working on version 1.1 which will come with a new integrated spotter feature you can see in action below.
Bit of a last minute update to round up this month of August, which as you can imagine has been a particularly busy one with the release of AMS v1.0. It´s still proving busy in fact as along with usual post-release duties we´ve been working since then on addressing some issues for a hotfix due to be released tomorrow (Sept 1st). For this reason I´d like to apologise in advance for keeping this update a bit shorter than previous entries. The upside hopefully should be a meatier entry next month. While AMS v1.0 bringing us out of Early Access has been an important milestone, AMS development is far from over. Here are some of the things we can share about what the next few months hold for it:

V1.01 hotfix
Since release last week we´ve identified a few teething issues which we have been since dutifully pursuing – one always tries to be ahead of these but unfortunately a full release is always a bit of a leap into the unknown as we go from having a few hundred beta testers to many thousand of users and the vast range of OS, hardware, drivers and third party software combinations that comes with it.
One issue that we have partially identified is that AMS v1.0 is failing to launch with Windows 7 if Service Pack 1 is not installed – we´re still pursuing the reason why this came to be with v1.0, but for now we can confirm that updating Win 7 with SP1 is required.
The hotfix will pack some further DynHUD improvements, fixes to Time Trial mode and some other priority fixes.
Another issue we´ve been pursuing is further optimization, in particular to memory load – since AMS is a 32bit app, it can only use up to 4GB of system RAM, which means whenever AMS is running north of 3.2GB (as measured from the task manager) it may run into some instability issues. As we´ve been pushing for higher details from cars and tracks, this can mean that running a grid over the specified limits for any given series (usually in between 22-26 cars, other than StockV8 which allows 32) has the risk of overloading the system, causing instability issues and potentially Runtime errors or CTDs. We´re working on optimizing some of the higher detail models, as well as having the series´ max number of opponents better enforced to keep the game constantly on a safer range. Some of these updates are already upcoming with this hotfix.

V1.1 development
There are some important new features, both planned and already in the works to make AMS an even more complete sim package before we finally wrap up its development.
One of these which we can confirm for v1.1 is the Integrated Spotter, based on the popular Crewchief mod as developed by @gongo – here´s a sneak preview:
The voice acting is done by my friend, Lincoln Hubbard, specifically for Reiza.
I’ve included subtitles (using the Message Center) for people who have a hard time hearing/understanding, or for those players who are deaf (like Ivysaur). It also allows for different language translations while still using the original audio (or vice-versa).
It includes the ability to spot other vehicles in pit lane (useful for larger races with everyone diving into pits) and also tells you when the safety car is out on track or coming into the pit lane. It will also tell you the pit is open depending on whether or not you are on the lead lap so you never have to guess when you’re actually allowed to come in to pit.
It announces when the pit crew is ready and when they’ve abandoned the pit request (timed out) as well as when you’ve requested or unrequested the stop. And since it’s integrated directly into the engine, it also tells you when you have a drive-through, stop-n-go, or other penalty as well.
And yes, it will announce the start of the race session countdown even when you’re in the garage as well as give you a “go, go, go” as soon as your pit stop is complete (as requested by Will Mazeo).
Pit exit clear/has traffic notification is tied directly to the pit exit lights, so if you see it flashing blue, it will tell you there is traffic. The blue flag notification is tied directly to the display of the icon in the corner of the screen, so when you see it, you’ll hear the message too.[/i]
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

With Automobilista now out of Early Access, many fans have been left wondering if the proposed support for Virtual Reality headsets will appear in future AMS builds. Although the studio have been very vocal in their communications on this topic, Reiza Studios own Renato Simioni has now released an official statement on the subject.

Since VR implementation was promised during the initial Crowdfuning campaign, many fans have been questioning whether Reiza still plan to implement support within Automobilista, or if the idea had slowly died out at the studio. Simioni and others connected to the project have stated many times that, although somewhat delayed, VR support will be looked at closely for AMS, and even went as far as to offer a lengthy period of time for backers to leave the programme and receive a refund if the delayed implementation was not to their own liking. In todays statement, Simioni has further explained the reasons for the delayed support of VR headsets, and promised fans that work is already underway to pick back up on this subject and look to develop a solution going forward.

The full Reiza statement can be read below:
"Some may recollect that we did initially propose support for VR towards the end of last year´s crowdfunding campaign for further SCE development, which eventually became AMS - unfortunately a few months after the campaign wrapped, circumstances developed both in the VR front (the evolving nature of this new technology, specifically DX9 no longer being officially supported by OR which effectively moved the goal posts from when we had proposed it) as well as our own (a developer leaving the team), which forced us to put this specific development on hold. When this happened we openly discussed it in Reiza 51 (the forum room specially conceived for communication with campaign backers), and gave an ample window for backers who had entered the campaign with the specific goal of seeing VR supported to get a refund for their investment.

We now are no longer in "wait and see" mode regarding VR, but openly intent on supporting it already with AMS. We are currently looking for developers to join us for this specific task, but until we do and have had the chance to assess it, it´s impossible to make any reliable estimate as to if and when it will actually come in time for AMS.

VR enthusiasts can rest assured that at this point we need no convincing regarding the relevance of VR for sim racing, however we currently have this unfortunate gap between wanting to do something and getting it done. When we have more news on the topic, we´ll make sure to share with you here."
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by norbs »

Mega track pack. It is big. 2.9G

http://www.racedepartment.com/downloads ... cks.11779/


Barber MS V1.03
Barcelona V1.03
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Eastern Creek V1.11
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Laguna Seca V1.01
Magny-Cours V1.04
Melbourne V1.06
Monza V1.04
Nurburgring V1.02
Putnam Park V1.02
Queensland V1.03
Road America V1.03
Road Atlanta V1.03
Silverstone V1.03
Spa V1.03
Vanport V1.04
Winton V1.02
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Reiza Studios have deployed a new patch for their Automobilista Motorsport Simulator (AMS) on Steam, bringing with it a number of updates and fixes to the popular racing sim.
Patch 1.0.1 was released on Monday with a number of fixes to issues found in the recent version 1 release of the title. Highlights from todays patch include a useful memory leak fix in the game menus, several visual bug fixes including more work on the floating cars in replay issue and a nice triple screen fix to better present vehicle info displays.

Changelog for Build v1.0.1:
Fixed bug causing memory leak in menus
Fixed bug with track usage conditions using current setting (rather than defaulting to max state) in Time Trial mode
Fixed bug which could cause game to run in 16bit color mode when in Windowed mode
Updated DRM version to atone for some potential conflicts with older OS
Fixed bug where max opponent vehicles in menu would not reset to the current series default after switching from a series with a higher limit
Corrected vehicle info display during loading screen for triple screen resolutions
Further adjusted floating car issue in multiplayer replays
Small UI tweaks to race settings
Corrected alpha in main menu series graphics to remove light square box around them
DynHUD: Improved DeltaTimesWidget in TIME TRIAL mode & fixed initial visibility in CleanHUD; Updated Editor initialization paths
Corrected parameters in F-Retro & F-Vintage series for VX portal
Mendig: Limited max car count to 20
F-Vintage: Fixed Miatra 02 1969 tachometer needle; helmet updates
F-Retro: Fixed suspension animation
F-Vee: fixed suspension visibility from cockpit
F-V12: Updated throttle map
F-V10: Main LOD optimization for better performance / lower memory load; fixed mirrors from TV cam;
SuperV8: Main LOD optimization for better performance / lower memory load
Boxer Cup: Main LOD optimization for better performance / lower memory load
Montana: Fixed transmission description to 5-speed sequential

OBS: Steam Achievements have been rescheduled to be introduced in v1.1 at the end of the month.

VX portal is also now also officially launched at www.virtualxperience.net ! You can access the multiplayer lobby and launch the sim straight from your browser. Official public rooms are also up and running now, with a rotating schedule soon to be divulged.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Following versions for rFactor 2 & Assetto Corsa, United Racing Design and SandroX have now brought their Corvette C7.R to Automobilista.
The mod adds Corvette’s current GTE-class challenger to Reiza Studios’ simulation, bringing a modern-day GT car to the title.
The car has been continuously developed for several platforms ensuring a rounded experience, the AMS version even had Renato Semioni of Reiza Studios contribute to it's Physics.

Download Corvette C7.R for Automobilista Here
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by w00dsy »

sit back and take note boys, and let Norbs' sim newbie mate Dano show you how it's done.

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Re: Automobilista Motorsports Simulator (Rieza Studios)

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The grip on the wheel. LOL

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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Pretty much how I drive most Friday nights! :D
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Pablo Lopez has released a new video of himself driving at the SimRacing Expo at the Nurburgring, allowing us to take a sneak peak at two new upcoming content items for Reiza Studios’ Automobilista title. The video of Pablo below shows him driving the Beta Version of the Ultima GTR at Oulton Park, both car & track are part of Automobilista’s Brit DLC pack that will be released early October!
Aside from the Ultima and Oulton Park, the pack will also include Brands Hatch & Cadwell Park as well as several Caterhams, the Formula Trainer and the MCR Sports 2000.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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And this is who iR should hire to get their dirt physics working.. wish it had VR support.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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Reiza Studios has published a new set op in-game screenshots of the upcoming Brit Pack DLC for the Automobilista racing simulator.
The Brit Pack will include 3 classic British racing tracks being Brands Hatch, Cadwell Park, and Oulton Park. On the vehicle side, the DLC will contain 4 British club racing cars.
The Ultima GTR in both road and race spec, the MCR Sports 2000 sportscar, the semi-fictional Formula Trainer which is based on the British F-Ford car. Reiza also hinted that a Caterham Series will become part of Automobilista and will include several models of the brand.

The official release of the Brit Pack is scheduled for September 30th and will sell for US$ 19.99.

The AMS Season Pass is already available for purchase on the Steam platform, owners of the Season Pass (which includes Reiza Members as well as backers from all levels of last year´s crowdfunding campaign) will get the BRIT PACK along with 4 other DLC packages comprising a total of 15 items of new series and tracks.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by norbs »

renesis37 wrote:

And this is who iR should hire to get their dirt physics working.. wish it had VR support.

I wish I had his car control. :)

And AMS is a hell of a sim considering its low profile. Still feels better than any other sim on my system, with RF2 a close 2nd.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

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New content is awesome. Oulton is great.
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Re: Automobilista Motorsports Simulator (Rieza Studios)

Post by Duke »

Renato Simioni wrote:Automobilista September Dev Update:
Greetings folksHere´s our customary review of the work done in Automobilista development over the past month. We´ve been hard at it, both in the development of v1.1 update as well as production of the Brit Pack, both of which are expected for release at some point next week.

V1.1 Development
The major new feature for AMS v1.1 is the inclusion of Radio Spotter as developed by @gongo . This had been a very popular addition to the sim and now with native integration Dan has been able to take it a step further with more info and better accuracy from your race engineer.
Dan has also been doing some work to improve integration with the new Logitech drivers – v1.1 should hopefully see some proper support for their latest G29 / G920 wheels.
On the graphics front, @Alex Sawczuk and @Sandro Kholodkevich have done some great work on new car shaders and materials. Below is a shot of the flashy Ultima GTR featuring these latest developments:
We also introduced a new AO mapping technique with seamless textures, which result in both optimized use of textures as well as improved cockpit details. The improvements are very noticeable on the new cars as you can see in this tasty cockpit from the Ultima GTR Race version.
Further good news is that performance not only has not been affected by these updates but rather the continuing optimization work has led to some more previously troublesome cars to be now running smoother than ever in pretty much any respectable system (so long as you keep to the designated car count limit).
A not so positive note is that Steam Achievements unfortunately will not quite make it in yet in v1.1; we´re not far away from ffinalizingthese but unfortunately developing the system & protection for the new content has kept @Luis Miguel busy for longer than we anticipated after v1.0 release.

Brit Pack
The core focus this past month has of course been finalizing the contents of the Brit Pack, our first DLC pack for Automobilista.
This is actually a significant release for us and for those who have been with us for a while now as the Brit Pack will be the first time we´ll be charging long-time users for a new release since Game Stock Car 2013 came out back in September 2013! Fortunately we´re confident the Brit Pack (along with everything else that´s still to come for AMS) will justify that extra investment as the new content are some of the best stuff we have ever produced.
On the track front, as is known we´ll be adding 3 british classics with Brands Hatch, Cadwell Park and Oulton Park – these tracks were hand-picked due to their classic style and heritage and preserved natural flow which are so nicely suited for the rich british club racing scene we´re looking to sample in this pack. All tracks are officially licensed and extensively researched in loco (with the aid of laser scan data in the case of Brands and Oulton Park). They are also excellent venues to stretch the legs of other default cars, exception perhaps taking the more powerful cars around Cadwell unless you´re really looking for a test of reflexes and precision
The cars were produced in close collaboration with the manufacturers and we´ve also had input from several of their respective real world drivers during development – this is a claim we hear all the time of course to the point it has become a tired sim racing cliche, the proof as always will be in the pudding and we´re very satisfied with how these new cars have turned out
Beyond the data and the resulting accuracy of the models, fundamentally it all rides on the nature of what´s being simulated, and here is where we feel the Brit Pack will really shine – just glancing through some Youtube videos of these cars being driven on these tracks in anger should be enough to see the fun factor involved is off the charts :) These are all very different animals and tracks compared to the default content of AMS, and as such they add a whole new dimension to the sim. I´ll go out on a limb and say there will be at least one combo from this pack that will make towards the top of your list of favorite simracing experiences
The Cars
Ultima GTR (road & race version)
F-Trainer (Novice & Advanced versions)
MCR Sports 2000
The Caterhams
To begin with, we´ll be offering the 270R (with a race variant for Academy series), the 360R (with Superlight Series), along with the mental road version of the 620R, as per the preview below:
There will be more variants though along with some optionals which we aim to add along with a new upgrades interface – unfortunately, this feature won´t make it in time for v1.1 but the upgrades menu along with more options are sure additions for v1.2 within a month or so from now. In any case, we´ll supply options for both left and right side driving seats for these Caterhams (also for the Ultimas).

All new tracks and series with the exception of the Caterhams are now available in a fairly advanced state in AMS Beta which is now up to v1.0.8 so if you got the DLC Season Pass – if you haven´t grab it now and get on racing!

Future AMS DLCs
Of course, the Brit Pack is not the end of the road for upcoming AMS content – it is in fact just the beginning!
We have hinted before what´s coming down the road but haven´t quite gone into the specifics – in fact I can´t quite detail all the specifics for all DLC packs just yet, but for the sake of providing some relevant reference for those who have acquired or are considering buying the Season Pass, here are some preliminary info along with a few hints we can share to give you a better idea (please keep in mind the exact contents of each and the timelines may still be subject to some shuffling as we move forward)

October:
Brit Pack

November:
Legendary Tracks Part 1: Imola (1972, 1988, 2001, 2016 versions)
New Series – TBA (hint: big and heavy)

December:
New series – TBA (hint: Classic content)

January 2017:
Legendary Tracks Part 2 – TBA (hint: it´s got a long historical variant)

February 2017:
Car pack from a major manufacturer – TBA (hint: it´s awesome)

March 2017:
Legendary Tracks Part 3 – TBA (hint: not a permanent road course)
Aussie Racing Car

As we progress we will naturally be detailing these packs further, but those will be topics for future dev updates – starting next month when I hope to be able to share some of the bigger things, both literally and figuratively :p
Keep in mind that as more stuff is confirmed, prices for both the Season Pass on Steam & Membership pack here are bound to receive another upgrade – the sooner you get onboard, the more value you´ll get for your buck.
Not forgetting that there are also a couple of free items still to be added to the base game, like Ibarra and a couple of dirt / mixed track courses before AMS development finally wraps at some point in Q1 2017.
Worth reminding also that AMS Base Game is currently selling 20% off on Steam. As usual, though the best prices for both base game as well as membership packs (including the DLC Season Pass) can be found in our forum store.

That covers it for this month – now back to work to wrap that v1.1 & Brit Pack
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Dukester

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