Posts Tagged ‘AMS’


AUTOMOBILISTA

Automobilista v1.40 is released, along with a new DLC: Hockenheimring is now available for purchase!

If you are interested in other current & upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (which includes the base game).

Below is the Changelog for v1.3.7 -> v1.4.0:

CONTENT

  • Added Hockenheim (1977, 1988, 2001 and 2016, along with extra modern layouts – the Rallycross layout will be added shortly) (AVAILABLE ONLY FOR HOCKENHEIM OR SEASON PASS OWNERS)
  • Added F-Ultimate series


FEATURES

  • Added Custom Season Tool *

GENERAL

  • Fixed bug with AA setting not saving in AMS Config
  • Downscaled series icons in main menu series selection by 20% & changed layout from 3 x 7 to 3 x 8;
  • Added new Main Menu ordering parameter to SRS files & re-ordered positions for F-Ultimate & Lancer Cup Series
  • Various minor UI fixes & adjustments
  • Adjusted orientation rate in all cockpit cameras to better absorb track oscillations vs the horizon
  • Updated all helmet shaders to be same as the one used for car paint
  • Fixed bug in roadnoise replay saving (fixing potential CTD)
  • Added new driver model & new customized suits & gloves to all vehicles
  • Added configuration option to all vehicles for visible driver arms in cockpit view **
  • Fixed bug with radio spotter announcing final lap one lap ahead of time in timed races
  • Fixed error in fog logic which could cause fog to appear in cockpit
  • Added function to discard next lap in Time Trial mode if track limits are abused in the preceding lap
  • Fixed bug that could cause FFB to be lost if instant replay command was hit during a multiplayer event
  • Globally increased lowest LOD from 500 meters to 600m

AUDIO

  • All audio files resampled to 44.1kHz (decreasing files size / cpu / memory usage)
  • increased max simultaneous sounds from 32 to 64
  • polished loops and pops in several audio files
  • Introduced advanced audio filters for external cameras
  • Added cockpit muffling for closed cockpit cars
  • Opponents volume setting is no longer effective for trackside cameras (all cars same volume)
  • Enhanced replay of surface sounds (roadnoise, dirt, curbs)
  • Added new options to Audio menu for master volume, trackside volume, Audio PostFX levels & button to restore default audio settings
  • Minor adjustments to audio samples on Ultima Race, F-V12, F-Trainer
  • Reset volume multipliers on all cameras to address volume inconsistencies

AI

  • Added function to stop AI from refuelling during pitstops in all series where that is forbidden – only series that allow AI to refuel now are StockV8, SuperV8, F-V12, F-V10, Metalmoro, Boxer Cup & All Cars / Tracks; for custom long distance events with any of the other series where AI would need to refuel, user should run All Cars / Tracks; likewise for proper AI race strategy with non-refuelling series running close to their default full distance, user should use the respective series instead of All Cars / Tracks
  • Added function for AI to partially lift off the throttle when receiving a blue flag – their cooperation is now a function of “Courtesy” value in driver RCD files, and thus will vary from driver to driver and from series to series; they will generally be equally cooperative in practice / quali, in races they will be more cooperative in high profile series compared to smaller / historical ones
  • Added function for AI to coast to the pits after checkered flag (rather than racing on at full speed)
  • Added function for AI to slightly lift during in and out laps in practice / quali
  • Added function for AI to lift back to the pits when car has substantial aerodynamic damage
  • Added function to prevent AI from lurching to the side on starts & generally improved their composure through the first corner
  • Adjusted AI awareness to get them to hesitate less when trying to overtake another car in a straight (very minor adjustment for now to avoid side effects)
  • Revised AI tire wear functions & added custom pit thresholds for every tire compound in every car to minimise issues with AI needlessly stopping for tires
  • Added AI function to stop them from pitting for tires in last 10 minutes of a race – even if they cross their tire wear threshold they will soldier on for the remaining distance rather than doing a costly late-race pitstop
  • Customized AI throttle functions at race start to a realistic behavior for each series
  • Changed AI reaction time to green lights so it´s no longer instantaneous but within a more human range of 0.1s-1.0s
  • Added new TireManagement & AIStartSkill to driver RCD files – the lower the first value, the more the AI will wear its tires; the lower the 2nd value the more chance AI driver will bog down at the start
  • Globally upscaled Composure, Aggression, Crash & MinimumRacingSkill in driver talent files
  • Doubled max AI to AI collision rate from 40 to 80 (needs setting from PLR file)
  • Adjusted base Safety Car speeds for various series to more compatible levels
  • Added a randomization function to Opponent filter gizmo when running a multiclass event with a specific class count (where before it would just load the same cars for each class in team order)
  • Added config overrides to search correct driver talent folders (fixing bug with drivers present in multiple series occasionally loading the wrong file and misperforming as a result) ***
  • Upscaled AI aggression ranges (max setting is now double what it was before, with lower settings adjusted to suit)
  • Various AI physics adjustments to improve their racing ability and line adherence
  • Generally increased AI reaction to front tire slip
  • Adjusted AI brake performance for all cars
  • Adjusted AI fuel strategy so they don´t pit on the very first lap it gets on low fuel range
  • Updated AI performance ranges for several tracks
  • Adjusted AI spring / damper multipliers on stiffer cars to further reduce AI jittering over sawtooth curbs

PHYSICS

  • Revised tire wear functions for several cars
  • Revised fuel consumption & estimates for several cars
  • Globally raised undertray friction to minimise advantages of unrealistically low setups in some cars
  • Adjusted default setups for low downforce configs in Formula cars
  • Reduced default suspension packer settings in several cars
  • Added speed limiter to MCR2000, Ultima GTR Race
  • Adjusted engine wear / reliability ranges on soem cars

CONTENT UPDATES & FIXES

  • Added new 2017 GP layouts to Interlagos, Montreal, Kansai, Spielberg & Hockenheim featuring updated tire compound rules & DRS zones
  • Roughened up flat curbs at Taruma, Londrina
  • Spielberg: Fixed fuel use range causing excessive fuel consumption for player & AI
  • Oulton: Adjusted AI line through chicane so AI don´t clip high curb
  • Brasilia: Fixed cars going into the pits in rolling starts
  • StockV8: Corrected max opponents; Corrected & added missing talent files: fixed LCD laptime info
  • Montana: Fixed max opponents
  • F-V12: Adjusted ride height ranges, increased rake in default setup
  • Mini: Fixed auto-shifting bug; minor adjustment to external sound loops
  • Boxer Cup: Updated rear brake light; Updated cockpit materials & textures; added configuration option to install / remove rear view camera display
  • Karts: Updated skin alphas to suit latest car shader
  • F-Vee: Adjusted AI performance
  • ARC Camaro: Fixed reflection bug in cockpit gauges
  • F-Vintage: Adjusted longitudinal CoF for front tires; tweaked AI performance
  • F-Extreme: Completely revised drivetrain physics including new ERS throttle map; revised default setup; Updated V6 Hybrid engine sounds
  • F-V10: Adjusted TC sound
  • F3: Reduced aero loss in draft
  • SuperV8: Fixed pit timings to realistic values

* The Custom Season Tool should be fairly intuitive to use – run the tool, select a series you wish to create a custom championship for, customize the calendar from all available track layouts, set up the scoring system (including option for separate points for multiple heat results, pole position, laps led), some basic rules and then save when you´re satisfied – your custom championship will then be listed in Championship mode for the series it was based on, and you can further customize it with the usual championship options in-game (opponent cars, opponent strength, race distance, number of heats, quali, tire / wear multipliers etc).

** Since arms are added as objects rather than 3D animation, they´re not articulated nor do they have gear shifting animations; for the same reason steering wheel rotation animation is limited to 90º in each direction when driver arms are installed; in some cars, driver arms configuration is merged with seat position and / or cockpit type; Most cars have visible driver arms from external view irrespective of whether cockpit configuration is used or not – exception being vehicles where this solution was not considered to look acceptable – specifically karts and Formula Truck do not feature driver arms.

*** In case of series with drivers featuring in multiple categories (ex Barrichello who is a driver in V10, StockV8, Kart) in order to get the series-correct team / driver performance, tire wear and start skill, user is advised to select the specific series rather than All Cars / Tracks.

GENERAL NOTES:

If you have an online race tonight, you may stick to or revert to the previous v1.3.7 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that 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.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam.


AMS logo

Automobilista v1.30 is released, along with a new DLC: Adelaide is also available now!

If you are interested in other current & upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (which includes the base game).

Pricings for Automobilista & Season Pass have been adjusted – Automobilista base has dropped to US$ 29.99 (or respective currency conversion) while the Season Pass price has risen to US$ 39.99 or your respective currency conversion. Individual DLC packages remain priced the same way, including Adelaide which now sells for the standard US$ 5.99.

For a limited amount of time you may still get the Membership upgrade which includes the Season Pass with the old pricing of US$ 29.99 from our forum store[forum.reizastudios.com], and that will also grant you Reiza 51 access.

Below is the Changelog for v1.3.0:

Content

Cars

  • Added ARC Camaro Series

Tracks

  • Added Adelaide street circuit (historic 1988, modern & Supertruck layouts) (AVAILABLE ONLY FOR ADELAIDE OR SEASON PASS OWNERS)

 

Features & Fixes

 

  • Added option to customize number of AI opponents per class in race weekend
  • Implemented audio reverb (static for now) & added option to customize reverb level from audio menu
  • Added new sound effect filters & altered doppler effect
  • Expanded audio options & reprofiled volume sliders
  • Added diesel exhaust smoke emission to Formula Trucks
  • Added F-Truck mid-race full course yellow option to RULES menu (may be used for other series as well) *
  • Race menu tweaks & other minor UI adjustments
  • DynHUD: Fixed Delta widget functionality occasionally not resetting when switching to another track in TT mode
  • Added function for track state deterioration while track is not used from one day to another and from one session to another (may vary from track to track)
  • Fixed bug with DRS counter causing DRS to be available before lap 3; Fixed DRS being available during and after safety car period; DRS can now also be deactivated by pressing DRS button
  • Added (AI) label to AI cars in multiplayer
  • Cars now default to ideal tire pressure & temperature, warmed up brakes at the start of Time Trial mode
  • updated engine wear / reliability values in various cars
  • Adjusted yellow flag / parc ferme / start procedure rules for several series
  • Raised AI speed behind safety car
  • Fixed bug with track state not resetting correctly when race or weekend is restarted
  • Added new engine wear / blow-up functions **
  • Adjusted marbles spacing offline to reduce FFB rattling
  • Added dynamic road shader for road surface dust (currently implemented at Adelaide, Oulton, Caldwell, Brands, Jacarepagua Historic and Montreal Historic, VIR, Kansai, Imola)
  • Interlagos: Eased off cut detection at T11 exit and inside S/F straight
  • Added low downforce aero packages to F-Classic, F-V12, F-V10, F-Reiza & F-Extreme
  • Slightly increased downshift protection in cars with semi-automatic boxes
  • Adjusted AI brake power / grip usage for all cars
  • Removed incorrectly enabled launch control from engines in several series
  • Fixed overdone dynamic tire wear texture
  • Supertruck: Raised camber and suspension damping for default setup; Adjusted tire textures
  • Boxer Cup: Completely revised physics with addition of helper springs
  • SuperV8: fixed uv mapping issue on carbody
  • F-Trainer: Minor tire model adjustments
  • F-Vintage: Minor tire model adjustments; Adjusted tire LOD settings
  • F-Retro: Minor tire model adjustments; Fixed black polys on one of the LODs of the Copersucar model
  • F-Classic: Minor tire model adjustments; Fixed textures error on low player and opponent settings
  • F-V12: Minor tire model adjustments; Softened front suspension range & default settings
  • F-V10: Minor tire model adjustments; Fixed black polys on one of the LODs; Fine tuned external sound samples overlap
  • Superkart: Minor tire model adjustments; Reduced aero yaw sensitivity
  • SuperV8: Minor tire model adjustments; reduced default roll bar setting a click on both ends
  • Karts: Further AI performance tuning

* The mid-race full course yellow is a rule from F-Truck – it triggers a 2-lap safety car period after the leader completes half race distance (provided the total distance is equal or more than 10 laps / 15 minutes).

** The new engine reliability functions will demand extra care during gear shifts, specially for older engines. Upshifting without lifting in cars without powershift and bouncing off the rev limiter will accelerate engine wear and may eventually lead to failures if practiced over a longer race distance; a very aggressive downshift may lead to an instant blow-up.

If you have an online race tonight, you may stick to or revert to the previous v1.1.1 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that 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.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it inV1.0 troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).


AUTOMOBILISTA

Hello everyone – happy to be back with our first Development Update of 2017!

We hope you all had a good time over the holidays – on our side I´m happy to say the whole team enjoyed some much needed rest over the holiday season, but we have been hard at work and firing on all cylinder again since early january. As usual it´s my pleasure to share with you some of the results, info and previews of the work we´ve been doing since then.

Automobilista going up to v1.5

We´re approaching the final stretch of Automobilista development, with only a few more months now planned until AMS reaches its definitive state, at which point we´ll switch focus 100% to the future.

The pace of development however is not slowing down – quite the contrary in fact. There are a number of nice improvements, big and small which we´ve been laying down the foundation for and will be pushing to deliver over these remaining months. Such is the extent of these developments, that the full sum of them is going to add up to what we´re calling Automobilista v1.5

We´ll be pushing to provide a full overview of these developments along with confirmation of remaining DLCs by our next development update. For now, here´s the stuff in the immediate horizon.

Upcoming V1.3.0 Release

Our next major milestone is v1.3.0 which we´re pushing to release before the end of this month, packing a lot of good stuff. Here´s a breakdown of the most substantial improvements:

On the audio front, having decided he wasn´t happy being just an ace audio engineer, @Domagoj Lovric began exploring the codebase for possible short-term improvements to add some extra depth to the audio experience in AMS. One of these improvements will be the implementation of reverb audio, the initial version of which will already be present in v1.3.0, with much more to come.

@Alex Sawczuk has also somehow managed to find a window in his fairly hectic track production schedule to squeeze some fresh shader improvements and adding support for visible & dynamic track dust. Although the effects of which already present in AMS along with offline marbles, there wasn´t yet a visible dust layer over the track surface. This has now been implemented.

Here is a comparison from v1.3.0 in various track states and also one from the current v1.2.1:

The difference looks subtle on screenshots but it adds some noticeable extra depth and life to the track surface while driving in-game. Some of the tracks have already been updated to use these developments so Season Pass owners will be able to check them out in the upcoming beta release expected for tomorrow morning, with most of the other tracks expected to be updated as we progress.

Several car physics have also received some updates for v1.30 as both @Niels Heusinkveld and myself continue to chase for improvements. One car in particular has received special attention as Niels has given the Boxer Cup physics a complete overhaul, with revised aerodynamics, chassis, and the addition of helper springs to the suspension, which substantially improves handling over curbs. The initial version of these revised physics is also coming up with the next Beta update.

One major new feature previously confirmed in our end of the year Dev Update was the Custom Season Tool – unfortunately it´s looking unlikely we´ll manage to complete the full feature in time for v1.3.0, but a number of associated new options & features should hopefully already be in, such as the option to enable a mid-race full course yellow as per the rules in the Formula Truck series, and ability to customize the number of opponent cars from each class in a multiclass event.

You may check a complete list of all the additions, improvements & fixes since the last v1.2.1 release up to the latest Beta in the changelog attatched.

We also have a new car coming up in the next release with the frisky Aussie Racing Car Camaro – further good news is that unlike originally predicted, this will be released as a free car to the base game and not as a DLC.

Here´s a preview of the 3D model which @Sandro Kholodkevich is exporting to the game as we speak:

Work on physics and audio has also been going on in parallell – count on this little motorcycle engine-powered bugger to be a big bucket of fun to drive :)

Legendary Tracks Pt2 – ADELAIDE

V1.30 will also see the release of part 2 of our “Legendary Tracks” DLC series – the famous Adelaide street circuit is coming up in two versions: the longer historical layout of 1988 which hosted the Australian GP from 1985 to 1995, the new modern version along with its Supertruck variant.

Below you can check some WIP previews of this great track:

I mentioned in the previous update how demanding street tracks are for the track team, with all the buildings and surroundings which have to be modelled in minute detail as you can see here:

The more advanced modern version should be hitting AMS Beta tomorrow, with the historical version is not far behind and expected to be available in the Beta at some point next week:

Both versions are extremely fun, flowing drives which will serve well pretty much any car in Automobilista, while also providing plenty of opportunity for close racing. We´ve been enjoying some great battles during our internal tests as can be seen in this short video showing a couple of laps of myself hunting down @Alex Sawczuk with F-Retros around the modern track:

Virtual Xperience developments

@Dave Stephenson has also been hard at work developing our Virtual Xperience portal, and we´ve got a substantial update coming up along with the release of AMS v1.3.0.

Users will be able to login into VX using their Steam Account – this opens up opportunities to give a more personalised experience in the various areas of VX. In the first instance the settings page accessible from the top naviagation bar provides the much requested ability to override your display name and country flag, overriding the settings collected from Steam.

From this customizable user profile, other users will be able to check out your leaderboard results. Expect this profile to be beefed up with some more interesting info in the future :)

The new Community section will also be available in the next update, providing a one-stop-shop to find communities and leagues serving users of Automobilista and other Reiza titles based on regions served, languages used or days they host races. The league finder in this section will also provide a similar service for leagues so users may find leagues that based on race days, event frequency, or your favourite series.

Community leaders and league admin are invited to submit their information to the directory following the instructions in this topic – every league admin who submits a valid entry will be gifted 2 promo Steam keys for AMS to be given away for his participants.

With these and some other substantial improvements coming up, VX will soon be playing a bigger role in fulfilling the experience with AMS, including hosting some prize awarding competitions. Watch this space!

Last but not least…

But we´ll expand more on this and other interesting topics in our next dev update towards the end of march ;)~

For full forum post please check here[forum.reizastudios.com]


AUTOMOBILISTA

This is it then – our final dev update of 2016! We promised it was going to be a good one, so hopefully it lives up to that promise :)

It has been a long, hard but very fulfilling year for everyone at Reiza – we´ve brought out Automobilista in march and have been working very hard since to keep it growing and evolving throughout. We´re happy to say we´ve reached our main goals, though work is still to continue hard into the initial months of 2017 to fulfill its potential as we envisage it, before we finally wrap it up to shift focus to the longer term.

The next milestone for AMS is still to come before the year ends, as v1.20 and Formula Truck are still to be released at some point next week!

Here´s the summary then of the stuff we´ve been working on.

V1.20 highlights & Formula Truck DLC

We have nice developments coming for v1.20 – you can read through it on the changelog attached for the latest Beta updates since v1.1.6 release.

For the cars, one highlight is the filling up of the Caterham series from the Brit Pack to include some new variants from their motorsport ladder.

On the audio front, @Domagoj Lovric has done an extensive revision of several sound effects both on the code as well as the samples themselves – tire rolling / scrub / skid, wind noise, chassis scraping, to improve the organic interaction of these sound effects with the physics engine and hopefully provide both better feedback from the cars as well as increased immersion from the driving experience. There is some early WIP stuff already on Beta but the full results will be in the new beta build coming out later tonight.

We´ve also done some progress with AI, with further fine tuning in various fronts.@Luis Miguel has nailed an old bug where AI would not properly estimate fuel for timed races, taking much more fuel than they needed for the distance. If you´re used to running quick timed races then you may have to do some tweaking to your usual AI Strength, overall though performance should be a lot more consistent in that type of race.

As you know v1.20 will also bring a new DLC in the shape of Formula Truck , who we are happy to confirm will be officially added to Automobilista, fully revamped from the original game, prettier and meaner!

To begin with, as renewing the Formula Truck license has been a fairly late development we will deploy the same 2013 season we had in the official Formula Truck game; chances are good though we´ll expand on that with the new season as we move through 2017.

One of the custom Formula Truck features we´ve added for this release is the Speed Trap rule – every Formula Truck layout has a Speed Trap in a section of the track (usually the fastest, indicated by icon on its trackmap, a flashing icon on top left corner as you approach it while driving, and by a line of cones trackside) through which drivers are supposed to cross going no faster than 160 km/h. Exceeding 160 km/h through the Speed Trap will result in lap being invalidated in practice / qual, or an instant drive-through penalty in races. Players however retain the option to switch the rule off from the Rules menu.

We are currently still working on getting diesel smoking blowing from the exhausts to create some proper nasty virtual pollution – it probably won´t be quite ready for initial release but it should follow in the next update.

Formula Truck for Automobilista will sell for US$ 5.99, but will be free to everyone who already owned Formula Truck 2013 on Steam.

New Game Features

Recently we´ve conducted a poll among Reiza 51 members to gather which features they would most like to see us develop for Automobilista. While not all options were realistic in the short term, the idea was to gauge what users wanted most so we could factor not only into our remaining dev plan for Automobilista, but also longer term as we shift focus to the next title.

These were the results:

A few of these options are already in the works for Automobilista as previously alluded – one we can confirm to be in the pipeline is the Custom Season Tool for Championship Mode, which will allow users to design their own seasons, mix up classes, define points system along with a few more interesting new options which will also be available in other game modes.

We´re also intent on doing more work to AI behavior, rectify a few old issues and add a few new variants to get them to behave more realistically and provide a stiffer but fair challenge.

VX development

We have a new build coming up for our Virtual Xperience portal as well – @Dave Stephenson has been pushing hard to complete the new Community section to go along with our League Finder tool, providing a searchable directory of communities and leagues serving AMS users.

Our Time Trial of the Week challenges have been gaining momentum – we invite everyone to come participate and see how you measure up against the fast guys. Better get some practice in, as for next year we may be promoting some prize awarding challenges too :) DLC Roadmap
Work is still going at full speed to develop the upcoming DLCs. There have been a few tweaks to the release plans, one of which being the switch in order for the upcoming Legendary Track packs coming up.

This is where we are going next:

Legendary Tracks Pt 2 – Adelaide

The famous Adelaide hosted many classic season finales as the Australian GP from 1985 to 1995, and is still run today for many popular aussie racing series, having retained a lot of the charm and unique challenges from the GP days.

In this (very early) preview of the mesh above, you get a sense of the workload involved in creating a street track such as this to modern standards – in order to deliver the full urban feel of the venue, @Alex Sawczuk, @ilya and the rest of the track team have to model a whole segment of the city neighborhood and roads adjacent to the ones used by the actual race track. Then we´ve got to fill these surroundings up with all the buildings and other trackside objects, which demands a solid 4 months worth of man-hours from the environment artists!

We´re confident this legendary track will be worth the effort and that will make a great place to race several existing as well some of the upcoming cars.

Adelaide will come in 2 versions – the longer historic 1988 layout as well as the modern 2016 track. Both versions are expected to hit beta some time in February with release following soon after.

Legendary Tracks Pt 3 – Hockenheim confirmed!

We´re happy to finally confirm the historic german Hockenheim Ring will also be coming to Automobilista!

The old Hockenheim was almost 8 kilometers long and became iconic for combining long winded flat-out sections through the forest, before rejoining the stadium section where massive crowds gathered created a football stadium atmosphere, enhancing historical moments such as this one:

The shorter modern version has retained the stadium section and remains a great venue for close wheel-to-wheel racing for many of the major international series.

As with Adelaide and Imola before, the option for Hockenheim as a subject for the Legendary Track series derives from it combining many values – great relevance both in terms of historical heritage as well as presence in the modern autoracing scene, a natural venue for several of the series present in Automobilista, and an unique experience to complement the others already offered in the sim.

Hockenheim will receive same treatment as Imola, with the pack featuring the long version in its various guises from 1972, 1988 and 2001, along with the modern 2016 version. Work on the track is also already underway, and it´s estimated initial versions will hit Beta in March, with full release towards the end of April.

With all these tracks news one would be forgiven for getting the impression the car front is being neglected, but that would be wrong :p bigger news will have to wait a bit more however, hopefully as a topic for our first dev update of 2017.

For now, here´s a sample from our reference material to another new series currently in the works:

Christmas Surprise!

We have also found a bit of time to put together a neat christmas present to go along with v1.20 release.

It´s not related to anything we´d previously discussed – a small surprise gift as a thank you to everyone who has supported us this year. It´s a semi-fictional car inspired by a local series, and also comes with a nice bit of terrain for it and others of its breed to play around. It´s simple but from the heart as a brazilian expression goes, and great fun to boot :D

Obviously we won´t say or show what it is as that would spoil the surprise, but here´s a little teaser to get you guys guessing.

If someones guesses it right, gets to become a driver for the series in-game :)

Steam Holiday Sale

The full Reiza catalogue is on sale on Steam since yesterday, with up to 75% in discounts

So lots of good deals there to secure the contents of this dev update, along with all the others that have come before :)

With that we wrap this last dev update – not quite the last you´ll hear from us this year of course as work is still ongoing to deploy v1.20 & Formula Truck next week before we can finally shut up shop for a few days, rest up to come back blazing in 2017 :)

In any case I´d like to take the opportunity in name of the whole Reiza team to wish everyone happy holidays! Hope you all have a great time and hopefully find the time in between turkey bites and champagne sips to come enjoy some sim racing :)


AMS logo

Automobilista v1.15 is now released! With it our second DLC for AMS, as IMOLA is now also available for purchase here.

If you are interested in the other upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (including the base game).

Below is the Changelog for v1.15:
Content
Cars (AVAILABLE ONLY FOR BRIT PACK AND / OR SEASON PASS OWNERS):

  • Added Ultima GTR Standard Road Series (less powerful than the original 720 model)

Tracks (AVAILABLE ONLY FOR IMOLA AND / OR SEASON PASS OWNERS):

  • Added 4 versions of Imola – 1972, 1988, 2001, 2016

Features & Fixes

  • Opponent filters now listed alphabetically in session menu
  • Added vehicle configuration menu to Multiplayer car selection screen
  • Slightly toned down AI aggression when near other cars for all tracks
  • Removed the fields with wrong info from AMS Config
  • Added Memory load warning when approaching application limit
  • Added warning messages for Pit Lane Closed & Open during multiplayer start procedures for players starting from the pits
  • Increased Multiplayer pre-race time from 30s to 60s
  • Switched penalty for leaving the pits under a red light after race start from DQ to stop/go (penalty when leaving before the start remains DQ)
  • Updated UI sound effects
  • Several track limit detection tweaks at Interlagos, Mendig, Montreal, Granja, VIR, Salvador & Supertruck layouts
  • Adjusted collision feelers for better detection, slightly improved behavior & AI awareness
  • Corrected engine sound panning for cars with alternative driver seat positions
  • Minor DFV sound update
  • Corrected pit menu settings for brit pack cars
  • Updated road & terrain properties for Brands, Cadwell & Oulton
  • Cadwell: Fixed issue with falling through terrain on right hand side just before mountain turns
  • Oulton: Moved tire stacks on apexes back by about 20cm; Improved wrong way messages when running wide on straight after Cascades (may still occur in some circunstances); Adjusted AI line through Druids in International layout
  • Spielberg: Adjusted AI line through last corner
  • Mini: Minor adjustment to onboard engine sounds
  • StockV8: Corrected Julio Campos driver number
  • Metalmoro: Fixed cockpit windows texture
  • Boxer Cup: Fixed cockpit windows texture
  • Superkart: Fixed low-res mirrors
  • F-V10: Added community Team Cosmo; Adjusted default setup; increased soft tire wear rate
  • Metalmoro: Added community driver
  • Kart: Fixed error in damage file
  • F-Vintage: Fixed material name with gold rims which could cause GMT errors
  • F-Vee: Fixed unrealistic front suspension animation
  • Ultima GTR: Various physics adjustments; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties
  • F-Trainer: Various physics adjustments; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties
  • MRC2000: Various physics adjustments;Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties; Added left driver side configuration
  • Caterhams: Fixed Oil and Water gauges; added headlights for cockpit view; Added rollcage to driver side configuration; Adjusted drag coefficient; Revised tires in all models; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties

OBS: Steam Achievements is being phased in over the next couple of weeks. You may notice some basic Achievements popping up in the meantime.

OBS2: Updated integration with newer Logitech drivers has been postponed for the next build (no need to update drivers just yet).

OBS3: If you have an online race tonight, you can stick to or revert to the previous v1.1.1 by selecting that branch . Further instructions as to how to do that here.

OBS4: V1.1.5 AMS Dedicated tool is being uploaded and will be available later tonight. Servers may use AMS Dedi from the main game in the meantime.

For any difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it inV1.0 troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).


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It´s been a busy 18 months!

To begin with a little retrospective of the past 18 months from the car & track guys – this will probably sound like we´re tooting our own horn a bit :p but mainly it´s a small tribute to a team who have been working exceptionally hard and really shifted up a gear in this last year and a half.

The image below shows all new cars and tracks released since may 2015, from the end of Stock Car Extreme into the release of AMS, and finally moving into AMS DLCs:

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A total of 13 new venues along with 20 car models for 14 series have been released over a period of 18 months. That in itself is notable, even more so if you consider that in the same timespan all old content was updated to keep up with newer standards and include all latest features – a total of 27 series and 38 tracks which currently features in AMS.

It´s easy to underestimate the workload involved in delivering all this – if you´re on the other end waiting for stuff to materialise, it probably doesn´t feel very fast at all :p make no mistake though, this would be substantial output even for a bigger team with bigger budget than ourselves, so there´s a feeling of mission accomplished in delivering on what has been a very aggressive plan. Beyond the sheer volume, there´s also satisfaction from the fact that quality standards have not only been retained but upgraded, and older content has not been left to become too outdated relative to the newer stuff, so the sim remains as consistent as possible no matter what and where you´re racing.

What´s coming next

We´re not going on vacation just yet though – in fact we´re still still pushing hard not only with new content but also towards several significant new features and general improvements all across the sim – there are some exciting things already in the works with others being evaluated, but with development being what it is and known to throw some curve balls on occasion we´ll refrain from jumping the gun and push to cover a bit more ground before we confirm stuff. If you´re a Reiza Member though you may not only have a glance of what we´re aiming for, but help influence the development path in this Reiza 51 poll.

We´ve got one, possibly two updates to be delivered over the course of this month, with v1.15 scheduled for November 15th.

One important note regarding this update: @gongo has been working on integration with the latest Logitech drivers to better support G29 and G920. This however will require all users on Logitech wheels to upgrade to their latest software – even those running older models like G25 or G27, so those running Logitech gear please be advised to upgrade in time for v1.15 release.

Upcoming DLCs

Part 1 of Legendary Tracks is next up – Imola is coming, oozing history with 4 distinct versions from 4 different decades – 1972, 1988, 2001 and 2016:

AMS_Imola1972_2.jpgAMS_Imola1972_3.jpgAMS_Imola1972_4.jpg
AMS_Imola1972_5.jpg
AMS_Imola1988_2.jpg
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AMS_Imola2016_1.jpg

The 1972 & 1988 versions are hitting AMS Beta within a couple of hours from this post. 2001 & 2016 should follow next friday.

Legendary Tracks Part 1 – Imola will sell for US$ 5.99 on release, scheduled to come along with v1.15 on November 15th.

Before the end of november or at the latest early on december, we´re pushing to wrap another pack:
AMS 2016-11-04 21-36-12-19.jpg

For those of you keeping track of AMS development, it will come as no surprise that the trucks from Formula Truck are bound to come to Automobilista – fully revamped and featuring new custom rules and functionalities.

The good news is that we´re very close to finalizing a new deal with Formula Truck series, which would allow us to officially release the complete, fully branded series (not just the trucks) for AMS. That would in turn open up the possibility of expanding this pack to include the latest season in a future update.

One way or another, to begin with we´ll be releasing the Trucks from 2013 after Imola – the pack will also sell for US$ 5.99. As previously announced, this DLC will be free to those that already own Formula Truck on Steam (if you own the non-Steam copy make sure to retrieve your Steam key for it here).

Always worth reminding also that those who took part in last year´s crowdfunding campaign on any level, acquired our Membership pack or bought the Season Pass on Steam have already secured these and all the other DLC packs to come to AMS.

And what´s next after the Trucks I hear you ask? That´s subject for our next update :)

To wrap up I´d like to remind that as more stuff is confirmed, prices for both the Season Pass on Steam & Membership pack here are due to receive another upgrade – by the time next Dev Update rolls out with some more DLC confirmations, the Season Pass will be upgraded from the current US$ 29.99 to US$ 39.99, so don´t wait up too long

SOURCE


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We´re happy to announce Automobilista is being officially released as v1.0 this wednesday August 24th!

The official release will bring a new series (F-Vintage 1967 & 1969), new track layouts, along with an extensive list of fixes and updates to the current Early Access version.

To reflect the upcoming release, base game has been upgraded to full price US$ 39.99 (and accordingly for other currencies) on Steam as Early Access discounts ends – only for this week however (until Sunday 28th) you may still buy it from our forum store for only US$ 29.99:http://forum.reizastudios.com/pages/buy-automobilista/

Prices will also remain discounted until Sunday 29th for the full Reiza Membership Package (base game + all DLCs + beta access) @ US$ 54.99, and Membership upgrade (all DLCs + beta access for those that already own the game) for US$ 24.99.

The full changelog for v1.0 updates will be released at launch, tomorrow August 24th!


AUTOMOBILISTA

A new Early Access build of Automobilista has been released – v0.9.8 is now out.

This is the main changelog:

Content:

  • Added Speedland Kart track venue (4 layouts)

Features & Fixes:

  • Enhanced pneumatic trail by adding new PneumaticTrailGripFractPower (PTGFP) function, for much improved self-aligning torque (should make tire forces more perceivable through FFB)
  • Tweaked FFB output code & added “FFB Low Force Boost” to Controller UI (this should help wheel “lightness” under low steering forces with lower end FFB controllers)
  • Added new low speed FFB fuction to eliminate vibration / oscillation at very slow speeds
  • Revised default Realfeel settings and pneumatic trail values to match to new FFB functions
  • Added AIWs to Time Trial anticheat verification (this will lead to failed authentication in case of AIW edits)
  • Added function to sort cars of different performances within the same series for the TT leaderboards
  • Tweaked road dust smoke & skid properties
  • Brasilia: Tweaked track limits to allow running over green crete run-off
  • VIR: Improved road & curb textures
  • Superkart: Adjusted tires, slight increase of front/rear track width
  • Karts: Adjusted tires
  • Montana: Adjusted mirror height; Fixed oversized interior Windshield resolution (from 2048px to 1024px)
  • Boxer: Added wiper to cockpit view; Corrected AI tire wear
  • Lancer Cup: Fixed pneumatic trail bug which numbed FFB output

AMS_kart_Speedland2
If you have a multiplayer race tonight, you may want to check with the league admin whether you´ll be racing with the old version or this latest v0.9.8. Previous v0.9.67 is still available as a Beta branch on Steam (by right-clicking Automobilista on Steam -> Properties -> “BETA” tab, and selecting v0.9.67 from the dropdown box).

As per the changelog, V0.9.8 features some substantial Force Feedback updates – read about these in the AMS FFB topic.

If you wish to discuss the new track limit violation system, please use this thread.

If you have a bug to report please use the bug report thread. (make sure to check the opening post).


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v0.9.4 Release

Last friday we released our latest v0.9.4 update. While this update hasn´t added any new content or features to the sim, there has been some valuable progress in particular to graphics & Artificial Intelligence.

@Alex Sawczuk has been spending some quality time developing the shaders & RGB settings in order to improve lighting & color accuracy across the 24h cycle. The changes are subtle individually but all add up to a noticeable overall improvement – the environment is more lively and the slightly desaturated & bluish haze from previous versions is now gone. The changes are mostly already present in v0.9.41, and along with @ilka ´s beautiful new sky/cloud sets, make for some pretty nice sights:
screenshot_branding_2.jpg

A lot of man-hours & late nights have also gone into fine-tuning AI performance and behavior in close racing conditions across the board – as a result v0.9.41 features our best, most well-rounded AI yet.

Road to v1.0

Things continue to progress nicely towards v1.0, some are further along than others but while official release will not represent the end of new features or content for AMS, we´re pushing to wrap up a rock-solid v1.0 within the next few weeks.

With single player gameplay now mostly in pretty good shape, focus now is on wrapping up remaining functionality tasks, adding a few more options & ironing out the most significant bugs.

Multiplayer in particular will be at the forefront for v1.0 – the AMS Dedicated tool is already available for those who own AMS via Steam Tools, and if you are a league runner you may also PM me for a free Steam key for the Dedi Tool.

Content-wise, things are progressing at a nice pace – there´s a good chance the new Formula Vintage series will be added in time for v1.0 (and not post-release as estimated in the original dev roadmap). Below is a preview showing how the 3D modelling is coming along:
F-Vintage_WIP1.jpg

The beta is already up to v0.9.5 and it features two new pieces of content – the Copa Montana, which is the last piece of content remaining from our crowdfunding campaign back, and the wonderful semi-fictional Mendig Flugplatz, a vast scenario roaming in and around a german airport, which will present some very unique challenges,
AMS_Montana_Mendig2.jpg

Unfortunately we have had a setback with implementation of driver animations as the developer in charge has left the project, so that´s one feature unlikely to make it in time for v1.0. This remains an important development for AMS though and we´ll be aiming to add it post-release.

Virtual Xperience – Automobilista Web Portal
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We´re pleased to announce the Virtual Xperience portal (VX), the place we hope will help stimulate the community´s engagement with & around Automobilista.

From VX you´ll be able to check the multiplayer lobby and join sessions, register & find a league for your favorite car in a time slot that suits you, measure your hotlapping skills in the AMS leaderboards, join one of our official public servers, share your setups & replays and more.

The most complex VX module is the AMS leaderboards and its integration with the game, so this is what @Luis Miguel, @Dave Stephenson & @Thiago Izequiel who are the headlining this project have mostly have been focusing on – currently only AMS Beta v0.9.5b is hooked up with the leaderboards so those who have it can already get your times up there :) We hope to integrate the system into the next EA release as well.

The leaderboards are linked to the Time Trial mode, which as you may have seen is effectively a practice session run under fixed configurations (but not fixed car setup) – noon time, max track conditions, no AI, no tire wear or fuel consumption – the sole purpose is scoring hotlaps to the leaderboards & future hotlapping competitions. Player times are automatically synced up with the leaderboards via Steam, and you can check how it ranks against the others both from the in-game monitor while running a time trial session, as well as from the Virtual Xperience leaderboards, selecting the car / track combo you´re looking to check out.

The other VX modules are coming along as well but these will be topics for our next dev update,

Further good news is that VX should be hopefully nicely complemented by developments being made to the Sim Racing System to better integrate it with AMS – @Henrique Alves has presented more info about it here.

DLC development – Presenting the “Brit Pack”
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Very glad also to confirm the Brit Pack as our initial lot of premium DLCs for Automobilista.

Besides the previously announced 3 tracks (Brands Hatch / Cadwell / Oulton Park) and theUltima GTR (both road and GT versions), we will also be adding the MCR Sports 2000 and several Caterham models to the roster.

As usual our target with AMS is to assemble a package that delivers the most diverse & fun racing experiences possible, and with the upcoming premium DLCs we aim to retain that focus, at the same time expanding into more international & well-known tracks. England is arguably the mecca of european motorsports with some of the most interesting tracks and cars in the world, and the brits happen to make up a sizeable portion of our user base so it´s only fitting that our first premium pack revolves around a sample of their vast motorsports scene. Most importantly, these kit cars on these tracks represent some of the most fun to be had on four wheels, and that´s what we´ll be push to capture in the sim :)

The 6 components of the Brit Pack will be sold in a package as well as individually via Steam, with prices at release ranging from US$ 1.99 (for the MCR) to US$ 4.99 for each track, or US$ 19.99 for the complete pack.

You can however secure all this content, plus all the other upcoming premium DLCs byacquiring our membership packs , currently selling for US$ 54.99 (full membership including base game) / US$ 24.99 (membership upgrade for those who already own AMS). Please note that these prices will still be upgraded to US$ 59.99 / US$ 29.99 respectively in time for AMS v1.0 release, so those who have not yet joined in should push not to miss the current pricing. The membership pack also grants access to the Reiza 51 dev forum, Beta development version of AMS, and the chance to try out all this content in advance as they reach beta status.

Worth noting that while some of this content had already been announced earlier on, the Caterhams and the MCR 2000 have just been added to the roster – that makes our membership packs pretty smart investing for those who had already bought into it at the original US$ 49.99 / US$ 19.99 pricing, as these extras will come at no additional cost to them (or indeed for those who participated in our crowdfunding campaign last year). With a couple of potential additions to the DLC roster still in the horizon, you should expect us to continue our trend in which the sooner you buy into our offerings, the more value you get for it ;)

The contents of the Brit Pack are all officially licensed and we´re working in close proximity with the car manufacturers to ensure maximum accuracy; Alex has recently done recon trips to Brands Hatch & Cadwell Park, with Oulton Park scheduled for the end of the month.

The team is already well advanced on Brands & the road Ultima as you can see below:
AMS_BH_Ultima1.jpg

We estimate the initial components of the Brit Pack to become available soon after v1.0 release, sometime in july, with Beta hopefully before the end of the month.

This about covers it for this June update – this was a big one! We hope you all enjoy the news. I look forward to catching up again in July, hopefully with AMS v1.0 release already behind us

source


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A new Early Access build of Automobilista has been released – v0.9.3 is now up with some fresh new content as well as several updates & fixes.

Below is the main changelog for the new version:

Content:

  • New track: Added Virginia International Raceway (3 layouts)
  • New series: Added Boxer Cup series

(hotfix to address team names will come up shortly)

Features & Fixes:

  • Fixed a bug with LCD displays that could cause the game to crash after loading a session in certain conditions
  • Added a Series .SRS auto-sort function – SRS files no longer need to be named “REIZAXX”, and the game will automatically sort their main menu listing in alphabetical order, with original series coming first – slots REIZA01-28 & REIZA99 are reserved for Reiza original content, mods can use REIZA29 up to 99 OR any other name of the modder´s preference; New REIZAXX must be in upper-case
  • Added a reset sound event to mute replay sounds at the end of the replay
  • Added an extra state to virtual mirror cycle to display the in-car mirrors, but not the virtual mirrors
  • Added option for mapping multiple commands to the same key / button
  • Increased maximum race lap limit from 100 to 500
  • Added extra custom AI physics values to improve AI stability & re-callibrated AI performance for various series
  • Revised Portuguese, french & Spanish localization (work still in progress)
  • Added parameter to define engine layout & orientation, and set cars with transverse engines (Marcas, Mini, Lancers, Karts) accordingly
  • Revised aeromap for several cars
  • Fixed bug with windshields of various cars becoming transparent at night
  • Reprofiled LCD displays for Superkart, SuperV8, StockV8, F-V12, F-Classic
  • Updated font alpha in all Motec-style displays & added a function to light up background when headlights are switched on
  • Updated sky textures & added 2 new packs
  • DynHUD: Fixed reading Config.ini with UTF-16 (This also fixes the “editor starting with white screen” bug); fixed editor to access the correct data folder; Improved viewport detection and change reaction; Renders on top of big monitor now; MapWidget now renders item positions correctly again; Improved on-track detection for MapWidget; Fixed textures to be properly updated after configuration loaded
  • Curitiba: Smoothed out section near 200m board in the main straight
  • Supertruck: revised tire physics
  • F-Vee: Fixed rollbar LOD distance
  • Opala: Fixed championship scoring not computing

AUTOMOBILISTA

This is mostly a hotfix to address a few issues from the previous version.

Build v0.8.7 Changelog:

  • Added a function to split “Automobilista” and “Automobilista Beta” server listings in Steam matchmaker
  • Reverted FFB reset Function added in v0.8.6 (hopefully addressing issues with controllers stop working altogether in some systems after switching sessions)
  • Fixed spinner arrow functionality in UI
  • Fixed logFolder initialization for DynHUD editor
  • Fixed a couple of errors & fine-tuned functionality for sequential boxes & downshift protection in semi-automatic ones
  • Salvador: Fixed first pit box having wrong direction arrow.
  • Velopark: Fixed lack of working decals on pitstands and team trucks
  • Rental Kart: corrected collision and shadow mesh

resource


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With Automobilista now a couple weeks into Early Access, we would like to present an overview of our upcoming plans towards the full release of the sim, and a glimpse beyond..

This post will be updated with more info & previews as we advance, but for now here is what we have to share:

Early Access Development Schedule

We estimate AMS to continue in Early Access until the end of April.

New builds should roll out every week for the beta, and every fortnight for the release version of AMS, generally in between Thursday and Friday. A new build is schedule to be deployed for the public release version of AMS tomorrow (18/03).

Features in development during Early Access

One of our priority goals for Early Access is to develop resources to facilitate, complement & stimulate the community´s continuing engagement with Automobilista.

To this end we are developing a Web Portal, featuring:

  • Web-based Multiplayer Lobby: In addition to the current Matchmaker from the Steam client, users will be able to view & join multiplayer sessions from this Reiza web portal (without necessarily launching the game first). This lobby will eventually be accessible from in-game too.
  • Official rooms for public multiplayer races, featuring a constantly rotating schedule of official content;
  • Leaderboards linked to in-game Time Trial Mode: Set your time in Time Trial and it will immediately sync with the leaderboard for that car/track combo under your Steam name (and update whenever you manage to improve your best time);
  • League-Finder : A system for leagues to register their championships in order for potential participants to locate them based on the desired series and schedule
  • Official seasonal competitions tied to the real racing series we represent, presenting some special prizes and opportunities to bridge the gap from virtual to real racing.

Parallel to this, we continue to work in the product itself – AMS core focus is to deliver a cohesive racing simulation platform with a large variety of cars and tracks and advanced simulation features.

To add and improve on that core, we also have a few bits to add:

  • Driver animations – Integration of this often requested feature is being worked as an option along with a brand new driver modelDriver_anm_EFX .png
  • DynHUD: Further development along with a few alternative layouts + automatic TV overlays for trackside cameras, & developments to the editor to facilitate user customization
  • Drivetrain modelling / damage: New developments to simulate sequential gearshift mechanisms, plus new electronic features such as downshift protection, anti-stall; Gears & gearbox will also have a damage model leading to failure if consistently misused or abused;
  • Dynamic track progression: Will become cumulative during the race weekend (with some deterioration in between sessions);
  • Turbo modelling, boost / push-to-pass & energy recovery systems will be developed for the cars that feature them;
  • Air density model affecting engine, tire & aerodynamic properties depending on track altitude;
  • Multiple race heats, including options for adjustable reverse grids;
  • Improved corner-cutting detection rules

As usual we will also continue trying to improve the existing platform by ironing out as many issues adding as many improvements as we possibly can so people can enjoy AMS as seamlessly as possible, including the expansion of our user manual (the partial version already available as launch option from Steam).

Content to be added in Full Release

Boxer Cup GT3
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The Boxer Cup was voted as the bonus car by backers of the Sim Racing Bonanza campaign. This rear engined, flat-6 Boxer Cup is a 2015-spec car and is meant to fill the gap for a GT3-type car in AMS in style!

Copa Montana

Copa_Montana_WIP_Screeenshots1.jpg
One of the final missing bits of content proposed in the Sim Racing Bonanza campaign, theCopa Montana used to be the support series to Brazilian Stock Car, running from 2010 to 2013. The car is based in the old (pre-2009) Stock Car V8 chassis, and has a slightly less powerful V8 engine (350 HP vs 450 HP). The manual sequential gearbox (vs semi-automatic in the main series) brings an extra degree of challenge to the vehicle, and the Montana pickup-style bodywork adds an unique cool variant to our car roster.

Virginia International Raceway (USA)
VIR.jpg
Virginia International Raceway was voted as the bonus track by participants of the Sim Racing Bonanza campaign, and it will come as an official track to add a very special all-American flavour to the AMS track line-up. This long, winding thrill ride set amongst forests and luxurious resorts includes several layouts, all of which featuring challenging flatout S corners and lots of opportunities for close racing with pretty much any type of car.

Speedland (BRA)
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Speedland is a new karting facility set in the heart of Sao Paulo, mixing indoor with outdoor environments. This track is one of the fresh additions not previously announced to the AMS line-up.

Mendig Airfield Gymkhana
Mendig_WIP.jpg
A semi-fictional racing playground based on a German airfield in the town of Mendig – the venue will include a full traditional “airfield” style racetrack between runways and apron roads, eventually growing to also feature variants expanding through the small village & forests that surround the airfield. The airfield itself will be filled a wide variety of challenges and test beds all types of sandbox physics stunts such as a huge Hotwheels-style ramp, a cross-over Supertruck track, slaloms, skid pads and other variants for general oddball fun & games with cars.

Mendig Airfield Gymkhana is another free, previously unannounced addition to AMS.

Post-release development extras

While the focus remains on completing this fairly extensive plan during Early Access stage towards the full release of AMS, the plans don´t quite stop there – Just like with SCE before, we intend to continue developing AMS throughout the year for as long as it proves to be an affordable venture, with a few extras already being brought to the table. For now these include (but are not limited to) the following:

  • Custom Championship tool – a tool for players to create championships featuring their own mix of rules, cars and track line-up;
  • Point-to-point support – for Rally / Hillclimb type events;
  • Mid-race Saving Option – Offering the chance to save and resume races in single player mode

Content-wise, there will be some further additions to enrich the sim with some further diversity – the idea is to bring more popular / famous international cars & tracks alongside other more exotic options.

The items below are what we can already confirm as FREE content to be added to AMS along the way:

  • Formula Vintage – new GP series based in a late 60s F1 car to complete our GP heritage line up, covering 6 decades of the sport.
  • Ibarra – Pitoresque old-style Ecuadorian track set in between a beautiful mountainous scenery and the lake Yawarkucha.

DLCs & REIZA MEMBERSHIP PACKAGES

In addition to all the free resources, developments and content presented above, Automobilista will also receive some extra cars & tracks in the shape of paid DLC packages, all sold individually for very reasonable fees, or as a package in our Reiza Membership deals which will also offer some further value for money. More information on these packages will be divulged very soon.

LINK


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A new EARLY ACCESS build of AMS (v.0.8.6r) has been deployed now on Steam.

Below are the release notes & main changelog (please make sure to check for someimportant information regarding the new build):

V0.8.6r

  • Improved support for Windows User Account Control – now all user-generated files should be stored in MyDocs\Automobilista folder. Users with UAC on will be prompted to create a new profile (if you disable UAC or run as admin however it will still use game folder)
  • Added option to select PLAYER LEVEL after new profile creation (can be changed later from the difficulty menu) – CASUAL / ADVANCED / HARDCORE: depending on level selected, the default settings will be customized accordingly for various Difficulty / Controls / Display options
  • Several new UI improvements & adjustments + version number added to bottom right corner of main menu
  • Further adjusted tire scrub volume calculation, default settings & added Tire Volume Slider to the AUDIO menu
  • Some DynHUD improvements for better stability (& pedal cursors now optional from the editor)
  • Fixed bug with vehicle labels not working
  • Fixed bug with FFB level selection sometimes not sticking
  • Added a FFB Reset function whenever a session is (re)started (to try prevent issues with users occasionally losing FFB)
  • Implemented advanced transmission code for all cars with dog-type sequential boxes (Marcas, SuperV8, MR18, Lancer RS, Shifter and Superkart) now featuring ignition cut-off (AKA powershift) in upshifts; if engine / drivetrain RPM mismatch is too great, gear change is not accepted
  • Downshift protection also added to prevent engine over-revving in semi-auto boxes;
  • Added option for manual gear shift override in cars with autoshift electronic aids (such as F-V10 & Camaro SS)
  • Adjusted flatspotting range (slightly more sensitive than previous version)
  • Fixed bug with Mini autoshift driving aid not working correctly
  • Removed launch control being left mistakenly enabled in F3 & Supertruck
  • Tweaked fast line at chicane in second half of lap of Salvador to minimize cars rolling
  • Fixed foggy cockpit windshield in Lancer RS
  • Fixed bug with Renault Fluence LOD in night lighting
  • Various AI adjustments to generally improve their behavior & performance
  • Added a few missing helmet skins + corrected alpha channels for another lot of them
  • Fixed digital LCDs not working in Indian Momentum F-Extreme cars

Please keep the discussions & questions pertinent to the new build and the list above here.

If you have a bug to report please use the bug report thread. (make sure o check the opening post).


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    Main changelog:

  • Changed FFB levels and adjusted default settings both for better clarity as well as improving their default settings: instead of Low/Medium/High/Full, now Pure 360hz/Pure 180hz/Pure + Effects 1 / Pure + Effects 2 / Pure + Effects 3. Pure 360hz is the recommended for purest & higher fidelity FFB; Pure 180hz may be better suited for high end wheels with performance issues triggered by the high rates; The others add levels of extra “canned” effects from the game engine also se to 180 hz to avoid performance issues
  • Updated Java version for better compatibility with Win10 systems
  • Corrected errors with DynHUD fuel widget scaling & displays with imperial units
  • Initial pass of updated TV overlay graphics (still very early)
  • Various UI corrections
  • Max Framerate set to 120 by default for new profiles (consistent FPS is important to minimize tearing / stuttering)
  • Fixed bug with settings not being saved in the controller.ini when they should
  • Adjusted default AMS Config settings: Full Screen; remove advanced FSAA options as they don’t work; set to desktop resolution rather than 1920×1080 (please run Config again if you had any issues)
  • Added a message to the in-game lobby so people are aware the matchmaker needs to be accessed from the Steam client for now
  • Corrected various championship schedules & default rules for various series
  • Enhanced tire skid and scrub volume calculation and updated tire sounds for all cars accordingly
  • Scaled down Rental Kart chassis to more accurate dimensions
  • Reduced default mirror resolution marginally & adjusted Mirrors and cockpit POV for F301 & FV10
  • Fixed F-V10 rear right tire UV mapping
  • Fixed missing safety rollcage bar for Honda Civic external model
  • Corrected mirror positions in Lancer R & RS
  • Corrected Indian Momentum team not showing up for the F-Extreme
  • Fixed omni on chicane road meshes and added collision mesh to fence inside final turns for Taruma.
  • Fixed error with Lancer Rallycross in lower detail settings
  • Fixed CTD with lower circuit detail settings at Inter kart layouts
  • Fixed Foz pitlane layout causing excessive rattling
  • Fixed Interlagos DRS & tire rules
  • Small physics improvements to Supertruck, Lancer Rallycross & F-Extreme
  • Fixed electronic driving aids being incorrectly enabled for F-V12
  • Several minor AIW corrections for newer layouts
  • Fixed F-V10 head physics
  • Enabled refuelling for F-V10
  • Disabled advanced transmission code for sequential boxes until further developments
  • Minor AI behavior adjustments & improvements

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AUTOMOBILISTA puts you in the driving seat of one of the most advanced racing simulators and delivers a uniquely diverse motorsports experience!

As the natural successor to Reiza Studios´ previous title – the highly regarded Stock Car Extreme, originally released in 2013 – AUTOMOBILISTA continues to simulate the premium Brazilian racing series such as Stock Car V8, Copa Petrobras de Marcas, Formula 3 Brasil and Mitsubishi Lancer Cup, now packing every car and every track from their respective 2015 championships.

Beyond the brazilian core, AUTOMOBILISTA is extensively complemented with one of the most diverse selections or racing vehicles you will find in a racing game: only in AUTOMOBILISTA will you be able to jump from a rental kart to a 800-HP F1 car; from drifting a Rallycross EvoX to jumping ramps in a Supertruck; from mastering the driving basics in a Formula Vee to managing a full 24h race in an endurance prototype; back and forth through historical and modern content featuring a sample of several decades of GP racing – all of this and much more within a few mouse clicks. Thoroughly researched and cohesively developed for maximum simulation accuracy, AUTOMOBILISTA captures the fun only motorsports in its various forms can provide.

In addition to the content already present in Stock Car Extreme – all of which comprehensively upgraded – AUTOMOBILISTA turns it up to a new level by adding all the new cars & tracks proposed in the SimRacing Bonanza crowdfunding campaign, new simulation features such as dynamic track conditions, advanced transmission and tire modelling, substantial upgrades to physics, graphics & audio, new game modes and much more!

http://store.steampowered.com/app/431600/


AMS logo

That means if you already have Stock Car Extreme activated on Steam and you bought it before January 6th, you will already be able to play Automobilista this weekend free of any extra charge! The game should be added to your library as soon as it´s released.

If you did not purchase Stock Car Extreme, Early Access will offer you a chance to get Automobilista with a 20% discount (which will gradually reduce as we approach the full release).

You can check out the Automobilista Steam store page here: http://store.steampowered.com/app/431600

RD link

 


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Reiza Studios are happy to confirm that AUTOMOBILISTA – Motorsports Simulator will be released on Steam very soon.

As previously announced, AMS is the successor of Stock Car Extreme, featuring major new simulation features, numerous substantial improvements along with plenty of extra content.

We would like to share with you all now some details of what is under the hood of AMS:

Elite Brazilian Series

As a greatly revamped successor to Stock Car Extreme. AUTOMOBILISTA continues to simulate elite Brazilian autoracing series such as Stock Car V8, Copa Petrobras de Marcas, Formula 3 Brasil and Mitsubishi Lancer Cup, now packing every car and every track from their respective 2015 championships.

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Beyond the brazilian core, AUTOMOBILISTA is extensively complemented with one of the most diverse selections or racing vehicles to be found in a racing game. In AMS you will also find:

GP Racing Heritage

Experience several generations of GP racing with a sample series based on regulations from each decade since the 70s – From V8 DFVs to high-revving screaming V12 and V10, to the high-tech turbo V6 of the modern era, AMS has them all.
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Diverse Racing Disciplines & Venues

In addition to the comprehensively upgraded content from Stock Car Extreme, AUTOMOBILISTA turns it up to a new level by adding all the new cars & tracks proposed in the SimRacing Bonanzacrowdfunding campaign. In AUTOMOBILISTA will you be able to go from a casual rental kart heat to drifting a Mitsubishi Evo X around rallycross tracks; From jumping ramps in a Supertruck to mastering the driving basics in a Formula Vee; from trading paints in frantic Mini Challenge races to gruelling 24h multi-class endurance races – all of this and much more packed into a single racing simulator.

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Pure Simulation, Pure Fun

These are some of the features that make AMS stand out as a purebred racing simulator:

Upscaled 720 hz physics and 500 hz input rates (vs 360 hz &100 hz respectively in SCE) grants AMS super-accurate, high fidelity physics and Force Feedback

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Vehicle physics based on models developed for professional racing teams with in-depth exclusive data

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Minutely detailed and accurately modelled 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 handling of advanced electronic systems; High downforce cars will create 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

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Quality Single & Multiplayer Racing

Racing with the AI cars in Stock Car Extreme is already widely regarded as one of the best in a racing game, and in AMS it has been further improved to provide quality racing challenge in any conditions and for all skill levels.

The multiplayer code from ISIMotor in turn ensures one of the most reliable network experiences in sim racing
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Accessible Simracing

A nicely streamlined 1080p UI allows users to quickly choose game mode, pick a car and track, set up a session up and hit the track within a few clicks. The thoroughly optimized graphics in turn provide users with the fluid frame rates required for a great sim racing experience even with a mid-level PC.

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To be continued…