Posts Tagged ‘Development Update’


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

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
AMS_Imola2001_1.jpg
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



AMS logo

This month´s dev update is coming out a bit late – we have indeed been running a bit later than planned, and as a result v1.0 release isn´t quite behind us yet as we´d hoped for in our June Development update.

The good news is that the extra time has been put to good use, as even though a couple features have demanded a bit more time than we had anticipated, we have also used it to throw in some extra goodies into the v1.0 mix. Overall we have made some great progress again this month as you´ll hopefully notice as you read through this update, bringing us very close to v1.0 release and also to what´s coming beyond :)

Here are the main highlights from this past month:

V0.9.8 Release

A couple of weeks back we released AMS EA v0.9.8, which introduced some very nice FFB updates, along with the cool new indoor / outdoor Speedland kart circuit:
AMS_kart_Speedland2.jpg

We are very pleased with these recent FFB developments, and believe they have provided a significant all-around step forward to the sim. If you haven´t tried AMS lately we strongly recommend you give it a go – your old favorites should feel better than ever, and it might even be worth checking out the cars you were not too fond of before, as the latest developments might help change that perception :)

V1.0 release coming up

We´ll be dropping out of our usual EA release schedule by not releasing a new EA update this friday, as all efforts are now concentrated towards wrapping v1.0 for an early august release. In the changelog attatched to this post you can see the latest changelog for the v0.9.9 build which is hitting Beta this friday. We are pushing to add to this list by introducing a couple of extra features along with some further polishing before wrap-up time.

On the content side, our biggest addition will be the F-Vintage, our own “GPL” celebration of that heroic era in motorsports.
AMS_F_Vintage_Kya2.jpg

As it had been outlined in our AMS dev roadmap, the original plan was to do a single car based off a 1967 spec, V12 powered GP car, however we couldn´t resist spicing things up a bit by adding some diversity to the field, so we created an alternative version of the car by bolting a DFV V8 engine in place of the V12. @Sandro Kholodkevich has put together a couple of renders so you can check both variants in all its glorious details:
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The late 1960s was of course also a very significant time in racing due to the “discovery” of downforce – we decided to explore that too by creating a low-winged, “1969” season of F-Vintages:
AMS_F_Vintage_Jaca.jpg

We are specially pleased with how the F-Vintage is turning out and fully expect the free addition of these beasts to be one of the main highlights in the upcoming v1.0 release. As usual campaign backers and Reiza members will be able to enjoy an advance peek of the Vintages along with the other developments set to hit AMS Beta this friday.

On the track front, the biggest additions in v1.0 will be the inclusion of several extra layouts to existing tracks, the biggest one being the “long” 7km version of Mendig by @ilka , which exits the airport to travel through the nearby village roads:
AMS_Mendig.jpg

On the physics front, we´re working on the development of a brand new ECU model as conceived by @Niels Heusinkveld and developed by @Luis Miguel , which should provide a lot of important enhancements. So far, we’ve made considerable improvements to the way engine torque is generated as you ‘roll on’ the throttle, simulating the more advanced “throttle mapping” techniques from modern ECUs. Most noticeable in modern high powered cars, basically this will translate into more control when powering out of turns, as it will be easier to find the throttle position where you get the best acceleration without lighting up the tires in wheelspin. Your throttle ‘technique’ may need some adjusting though as the engine responds more directly at smaller throttle inputs.

The new model also allows us to do a few modern computerized engine control tricks such as changing power levels and engine braking for each gear. With the Formula Extreme up to v0.9.8 for example it is very tricky putting 900hp to the ground in 1st and 2nd gear, as you can very easily be turning half of that into white smoke. By limiting the engine power, it will be easier to optimize power delivery.

Engine braking can also have quite a disturbing effect on the balance of the car – this is specially so as you go down the gears, because the gearing amplifies the engine braking the more you downshift. The new model allows us to reduce engine braking in low gears so the rear end is less likely to lock as you’re downshifting and entering a turn.

This is all ‘passive’, not traction control so naturally you´ll still spin the tires by giving it too much throttle, but it may only happen at 70% throttle instead of 35% throttle which should be a big driveability improvement for the more powerful cars – a case of the sim becoming easier as models are developed to be more realistic.

We are pushing to have at least the throttle mapping side of the new ECU mode ready in time for v1.0 release.

There has also been some solid development to the VX Portal, and we´re hoping @Dave Stephenson will manage to deploy a new build for it this friday, including multiplayer Lobby integration, which beyond the ease of use of being able to launch multiplayer sessions from your browser should open some interesting possibilities moving forward.

DLC Development

Things continue to progress nicely in the DLC front – Brands Hatch is now nearly complete and the team is well advanced with Cadwell Park.

During our Cadwell recon trip @Alex Sawczuk trialed a new method of surveying race tracks for increased accuracy. We used a digital level to take camber and elevation measurements at set points around the trace track and then using that data calculate the elevation changes. This allows us to get an accurate profile for the track, as well as its camber changes. We have also been using a laser measure along with good old basic tape to make all the key measurements, which coupled with Alex´s usual meticulous precision have led to some pretty hard to fault road modelling:
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@Joradson Rodrigues has also been doing some quality work in texture development for Cadwell as you can see in the preview below:

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The cars are also coming along nicely – our audio man @Domagoj Lovric has added the soul to the Ultima GTR with yet another lovely sound set of its throaty Chevy LS7 V8 – check out an in-game preview:

Along with the road version of the Ultima GTR, we are also developing its race-prepped version, here is a preview of its cockpit (will feature both right and left-hand options):
Ultima_Race_Cockpit_Texture_WIP.jpg

The MCR Sports 2000 is also well on its way, with modelling now nearly complete:
MCR-2000_WIP.jpg

Both Ultima GTR and MCR Sports 2000 will soon be joined by a variety of Caterham models which had also been previously confirmed to be part of the Brit Pack – unlike previously announced though the Brit Pack won´t be restricted to these 3 new classes of vehicles, as another bonus car has been added to the list – watch this space!

We´re pushing to have these initial items of the Brit Pack available before the end of august, with beta a couple of weeks earlier.

Imola confirmed!
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We´re very happy to confirm official licensing of the legendary Enzo & Dino Ferrari race track , which will be coming as its own premium DLC pack for Automobilista.

Legendary tracks become such after decades of rich racing heritage – we believe that in order for a sim to capture the history of corners such as Tosa, Tamburello and Rivazza it´s fundamental to reproduce those famous bits of terrain through the times, and race them with machines that belong to those eras.

Hence Imola will be the first of our “Legendary Race Tracks” line of DLCs, and will feature no less than four unique versions of the track: from early 70s, late 80s and early 00s, along of course the modern version of the track. This pack is estimated to sell for US$ 6.99, with release expected to be towards the end of october.

Worth remembering that those who took part in our crowdfunding campaign last year or bought into our membership pack have already secured all these upcoming DLCs at no extra charge. Those interested in securing all this content and also a chance to give the new stuff an early go should look into our membership packs from our forum store.

Automobilista base and the membership pack (both all-inclusive and ugprade options) remain with their promotional Early Access pricing in our forum store, selling for US$ 29.99 / US$ 54.99 / US$ 24.99 respectively – upon v1.0 release these prices will be upgraded to US$ 39.99for AMS Base, US$ 59.99 for all-inclusive and US$ 29.99 for membership upgrade, so if you´re interested in AMS or in the DLCs at all you won´t want to miss out on these current offerings.

We´ll be offering a similar “Season Pass” for all DLCs through Steam upon v1.0 release along with options for the individual items and packs as they become available – the best deal however still is to acquire the membership packs which not only includes the Season Pass for all DLCs, it also grants a key to AMS Beta and access to Reiza51.

This covers it for our July Dev update. We´ll catch up again in august, this time most definitely with AMS v1.0 release already behind us