Posts Tagged ‘Early Access’


“Hello everyone!

This week we have released version 0.25L to the beta branch. This update contains the new torpedo type (T1), a new torpedo reloading interface, as well as some bug fixes.

Torpedoes are no longer reloaded automatically, since there are multiple torpedo types and speeds to choose from. To reload a torpedo, use the TDC and click the status section to open the torpedo reloading interface. To load or unload a torpedo, simply drag it to the corresponding spot.

Torpedoes with different speeds can not be combined in a salvo shot, but must be fired individually.
Next week we will add torpedo errors and some more mission editor options.”


Hi everyone!

We’ve got some news about Simulator, the upcoming major update to Derail Valley! Though you may have seen me share details about the update’s new expected release date on Discord and Steam forums in prior months, I wanted us to first start the closed beta and make sure things work as anticipated, before making an official announcement.

It’s been a bit over a year that we’ve been working on Simulator. As the headline suggests, we recently started the closed beta with our most trusted community members. This comes after a few weeks of testing internally by the dev team. We’re making improvements with weekly iterations, and so far, the progress has been going great! No major issues came up during testing, and we don’t expect any in the following period either.

That said, we are moving the release slightly from the previous announcement, namely to around March of next year. We’re doing this for a couple of reasons, but mainly to accommodate a couple more features and content than initially planned, and to avoid the Christmas press saturation. It will be absolutely worth the wait.

Currently, we’re working on a lot of things simultaneously. Some of those things will be part of Simulator, and others will come later. We’ve previously announced exactly what is coming in the major update (along with the upcoming price increase), but to avoid any confusion, here’s the full listing:

Coming in Simulator:

  • Day and Night Cycle
  • Dynamic Weather
  • Improved Diesel-Electric Simulation
  • Improved Steam Simulation
  • Revamped GUI
  • User & Save Manager
  • Sandbox Game Mode
  • Localization
  • Various smaller improvements, to be announced

In progress, but coming after Simulator:

  • Simulation of other loco types (DH, DM, E)
  • New Locomotives (S060, E6, DM1P, DE6 Slug…)
  • Locomotive Mod Support
  • New Cars & Cargo Types
  • New Industries, Cities & Villages
  • Revamped Railway Network (double-tracks, electrification, etc.)
  • Improved Gameplay (better job system and more)

Many of the features from the latter list get requested frequently, so we want you to know they’re taken care of and being worked on — however we’ll only be ready to reveal more information about them some time after the release of Simulator.

As we are now deeply focused on the future and getting Simulator ready for release, we’ve decided to skip the next small build and merge it into Simulator instead. When we get closer to the launch in a couple of months, we’ll have a new trailer, new screenshots, in-depth videos and overall more details about the massive update!

In other great news, after a long search, we’ve recently grown our team with two additional highly skilled programmers. Our work output is notably ramping up and we can’t wait to start churning out the exciting new features and content in 2022!

Until then, thank you for your patience and understanding! We wish you a great holiday season ahead!

-Slobodan

RU

Всем привет!

У нас есть несколько новостей о грядущем крупном обновлении Simulator! Хотя, возможно, вы уже видели, как мы делились подробностями об ожидаемой дате выхода обновления в Discord и Steam ранее, сначала мы хотим запустить закрытый бета тест, чтобы быть уверенными в отсутствии ошибок в игре, прежде чем делать официальный анонс.

Закрытый бета тест обновления Simulator начался - Релиз в марте 2022, изображение №1

Над обновлением Simulator мы работаем уже больше года. Как следует из заголовка, недавно мы начали закрытое бета-тестирование с самыми надёжными членами нашего сообщества. Он начался после нескольких недель тестирования внутри команды разработчиков. Мы вносим изменения еженедельно, и работа идёт отлично! Во время тестирования не было выявлено серьёзных проблем, и мы не ожидаем их появления в будущем.

Тем не менее, мы немного смещаем дату выхода примерно до марта следующего года. Есть несколько причин, почему мы делаем это, но основная заключается в том, что мы хотим добавить немного больше контента и возможностей, чем планировалось изначально, поэтому ожидание того стоит.

Закрытый бета тест обновления Simulator начался - Релиз в марте 2022, изображение №2
Закрытый бета тест обновления Simulator начался - Релиз в марте 2022, изображение №3

На данный момент мы работаем над большим количеством вещей одновременно. Часть из этого будет доступна вместе с обновлением Simulator, другая же часть появится позже. Ранее мы уже сообщали список нововведений в следующем крупном обновлении (вместе с повышением цены), но во избежание путаницы, ниже представлен полный список:

Будет доступно в обновлении Simulator:

• Цикл смены для и ночи
• Динамическая погода
• Улучшенная симуляция дизель-электрической передачи
• Обновлённая симуляция паровой машины
• Переработанный интерфейс
• Менеджер сохранений
• Игровой режим песочницы
• Локализация для различных языков
• Большое количество менее крупных изменений, они будут анонсированы позже

В процессе разработки, но будет доступно позже:

• Симуляция других типов локомотивов (DH, DM, E)
• Новые локомотивы (S060, E6, DM1P, DE6 Slug…)
• Поддержка модов на локомотивы
• Новые вагоны и типы грузов
• Новые промышленные отрасли, города и деревни
• Обновлённая железнодорожная сеть (двойные пути, электрификация и т.д.)
• Улучшенный игровой процесс (улучшенная система заказов и т.д.)

Поступает много вопросов про вещи из последнего списка, поэтому мы хотим, чтобы вы знали, что они находятся в разработке и им уделяется достаточно внимания — однако мы будем готовы раскрыть больше деталей позднее, после выхода обновления Simulator.

Закрытый бета тест обновления Simulator начался - Релиз в марте 2022, изображение №4
Закрытый бета тест обновления Simulator начался - Релиз в марте 2022, изображение №5

Поскольку сейчас мы сфокусированы на будущем и готовим обновление Simulator к выходу, мы решили пропустить следующий небольшой билд и сделать его частью следующего крупного обновления. Когда через пару месяцев мы приблизимся к выходу обновления, мы выпустим новый трейлер, новые скриншоты, подробные видео и в целом поделимся большим количеством информации по поводу обновления!

Что касается других хороших новостей, после долгих поисков, наша команда наконец пополнилась двумя высококвалифицированными программистами. Наша скорость работы заметно увеличилась и мы с нетерпением ждём начала выпуска обновлений в будущем 2022 году!

А пока, благодарим вас за терпение и понимание! Желаем вам хорошо провести новогодние праздники!

— Slobodan


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FSW logo

Our second community update has now been cleared for take-off! The update is approximately 205 MB, and should download automatically once you have opened Steam. Here is a quick reminder of what to expect this week:

PA-18 Super Cub

  • Airspeed indicator calibration has been corrected
  • Reconfigured instrument panel to improve eye-line
  • Contact point adjustments to improve tire/ground contact

PA-28 Cherokee

  • Starter torque has been increased to aid cold starts
  • Airspeed indicator calibration has been corrected
  • Contact point adjustments to improve tire/ground contact
  • Optimizations across cockpit instrument selection models

PA-34 Seneca

  • Contact point adjustments to improve tire/ground contact
  • Attitude functionality improvements
  • Optimizations across cockpit instrument selection models

PA-46 Malibu Mirage

  • Annunciator PROP HEAT functionality corrected along with two overhead switches
  • External glass visibility improved
  • Fixed compass/dial/VOR gauge functionalities

DA40/DA42

  • G100- functionality improvements
  • Corrected tooltips
  • Optimizations across cockpit instrument selection models

RV7

  • Optimizations across cockpit instrument selection models

All aircraft

  • Gauge highlights now functional across all aircraft.
  • Additionally, we have implemented logic improvements across aircraft auto-pilot systems.

Additional Fixes

  • Addressed erroneous paths in Pro Mission editor startup
  • Fix crash related to use of Sidewinder 2 joysticks. Please note force feedback has been disabled for these joysticks.
  • ATC can now be closed with the hotkey.
  • Comms widget is now auto-closed if it doesn’t contain tabs.
  • Server name and password dialogues now sort correctly with flight planner in Multiplayer mode
  • Various localization fixes
  • Various crash fixes

We have had to delay a performance improvement for players using full screen and multi-monitor set ups due to the need for further testing. You can, however, expect to see it in a future update.

If you experience any issues, please contact the support team at dovetailgames.kayako.com

We look forward to hearing about what you think about this update. Thanks again to all of you who have been working with us to make Flight Sim World better!


FSW logo

ABOUT THIS GAME

Flight Sim World is a flight simulation platform developed by Dovetail Games. Based on benchmark technology, FSW includes the whole world as well as several single and twin propeller aircraft to get you started.

The aircraft in Flight Sim World have been created using the latest modelling and rendering technologies resulting in stunning realism and detail. Every switch and gauge in the cockpits are clickable, while a range of animations really brings the experience to life.

Not only do the core aircraft look amazing, but they also react to their environment realistically. A combination of atmospheric effects and advanced mechanics result in a remarkably unique flight experience.

If creating content is your passion, we have included the Pro Mission Editor, which is a comprehensive tool that allows you to create your own missions.

Free Flight: The whole world is yours to explore in Free Flight mode!
Multiplayer (Alpha): Fly with your friends on Steam! Please note Multiplayer is still in its Alpha stage, so you may experience bugs.
Lessons & Missions: Learn the basics with our LAPL and PPL based lessons, and then test your skills with a series of missions.

  • Integration of Accu-Feel™ technology
  • Fleet of highly detailed GA aircraft
  • Easy to use flight planner
  • Realistic flight model
  • Integrated Orbx FTX Global textures
  • Lessons and missions to test your skills
  • Pilot profile to keep track of your flight hours
  • Pro Mission Editor

Early Access

Please note that Flight Sim World is currently in Early Access. This means that the sim is not feature-complete and you may encounter bugs. We will be working diligently with the community to resolve issues throughout the Early Access period, so if you see anything that doesn’t look right, please let us know in the Steam Forum or our FSW Forums

.

of. Site

Early Access on STEAM


x-plane-11-logo

X-Plane 11.00 is the initial version of the newest flight simulator from Laminar Research. It is currently in early public beta testing and access.


Known Bugs

  • Plugin system menu APIs broken.
  • Low frame rate – we are still optimizing rendering; please do not report low framerate unless you see < 5 fps on low settings.
  • If the visibility seems too low, set the visibility higher in Weather Customize screen.
  • XPD-6849 Issue with power lines & base mesh
  • XPD-6835 Fuel truck missing glass
  • XPD-6827 Shadows or artifact on trees
  • XPD-6812 Editing the Rendering settings for Visual Effects is SLOW
  • XPD-6808 Some windows not re-skinned to match new UI
  • XPD-6898 Jagged sky color transition
  • XPD-6959 Color artifacts are visible on the “occluded” area of an object when SSAO is turned on
  • XPD-6952 Crash with popped out secondary GPS windows
  • XPD-7005 3rd party Tornado crashes sim
  • XPD-7004 Text misalignment when Russian is picked for language
  • XPD-7001 Local time discrepancy when using “track real world date & time”
  • XPD-6568 Get translations
  • Scenery only goes to 60 degrees north/south latitudes

Public Beta 3

Key Features & Improvements

  • XPD-7219 3rd party plugin brakes fixed.
  • Networking, crash, and joystick fixes.
  • New electrical system model changes.
  • XPLMNavigation API should work for third party plugins.
  • XPD-7070 Provide plugin per frame callouts even when paused.
  • Changes to .sit and .rep file types to make them stable across updates.
  • Pilot defined waypoints saved by the FMC now go into the user_fix.dat.
  • FMS will now correctly use GPS alt or barometric altitude for approach VNAV as per approach setting. Default is GPS altitude as for LPV approaches.
  • FMS fixes when using VNAV.
  • Backward compatibility in ARINC 424 interpreter.
  • Free global resources at program end to avoid memory leak false positives.
  • Fixed crash when loading DSFs while flying really, really fast.
  • Updated tire model.
  • A fix for weapons that have OBJs but not custom particle effects.

Additional Bug Fixes

  • XPD-7289 IP address of receiving network data was wrong.
  • XPD-7288 IPs are sorted in order and fixes missing IP address list.
  • XPD-7203 Crash with Open Air file.
  • XPD-7078 Fix for non-fogged interior objects.
  • XPD-7091 Failures now get applied only for the aircraft you set them on.
  • XPD-6851 Fix sky color through alpha texture in HDR mode.
  • XPD-6958 Changing plane altitude or speed in map changes heading as well.
  • XPD-7281 We now explicitly support approach targets that are not in our “nearby approaches” list.
  • XPD-7217 We can now separate the enum and order of the API.
  • XPD-6863 Take windows down to windowed mode before destroying them.
  • XPD-7060 Fix dev assert reloading 737.
  • XPD-7249 Fix for crash when you add a monitor while looking at Settings > Graphics.
  • XPD-7273 Updates to KSEA demo area.
  • XPD-7271 Removes G1000 C172 from installs.
  • XPD-7252 Update to LOWI demo area.
  • XPD-7064 Added ability to bind hat switches to any command, not just our suggested ones.
  • XPD-7061 Fix for setting aircraft heading via the inspector being wonky due to live editing the text field.
  • XPD-7268 Remove separate selection style from map.
  • XPD-7009 We now hide localizers in the map view that might interfere with seeing your “target” ILS.
  • XPD-7159 We can now select an approach at any time, and we no longer show downwind ILSes if applicable.
  • XPD-7245 Fixes dragging the plane icon on map when not paused.
  • XPD-7246 Tow plane does not tow us on the runway.
  • XPD-7256 Landing light switch dataref is a float.
  • XPD-7254 Fix for ATC window crashing when in “AI Flies Your Plane” mode.
  • XPD-7251 fix for crash in r-tree when the r-tree is empty.
  • XPD-7227 Fixed autobrakes.
  • XPD-7110 Stopped hover help tips from getting repositioned.
  • XPD-7221 Determine if an aircraft supports 2-D panel mode.
  • XPD-7236 Search in the command mappings table now includes children of matched folder.
  • XPD-7154 Fix for windowed -> fullscreen -> windowed transition increasing the window size and moving it.
  • XPD-7232 Fix for failures trashing your currently-loaded aircraft’s livery.
  • XPD-7210 Fix for crash when loading a bad .sit file in quickflight mode.
  • XPD-7211 Fix for crash caused by trying to load airport from prefs that no longer exists in your installation.
  • XPD-7212, XPD-7228 GPS has a problem with “degenerate” STARs that only consist of transition segments and no trunk route.
  • XPD-7233 Crash when changing location with IOS.
  • XPD-7032 Fix for “manual” network connections defaulting to port 0.
  • XPD-7186  Center map on PPOS if empty flight plan is viewed in PLN mode.
  • XPD-7193 Fix for missing NDB or VOR in flight plan.
  • XPD-7018 Restored ability for “optional” dialogs to be auto-dismissed on external visuals & machines under IOS control.
  • XPD-7083 We only display the “Save Configuration as Default” button if you do not have an image mapping for this joystick.
  • XPD-7044 Fix for incorrectly identifying monitor resolution when using mixed DPI displays.
  • XPD-7088 We now read your language prefs before falling back to prompting you to pick a language.
  • XPD-7184 AI can fly your aircraft again.
  • XPD-7220 Additional sounds added to C172 cockpit.
  • XPD-7250 Push-back working for AI aircraft.
  • XPD-7160 Stop labeling both ends of helipads in the map.

Public Beta 2

See this developer article for additional notes on some key fixes.

Key Features & Improvements

  • Fixes to joystick configurations, naming and handling during set up.
  • Restored support for gear doors in Plane Maker.
  • Fixed sparkling VOR gauges in C172.
  • Fixed GPS/FMS crashing at end of route.
  • Windows UTF16 fix for loading and saving FMS files into GNS430 and G1000. This could fail when X-Plane was installed in a user path with non-ASCII characters.
  • New tire model to reduce tire squealing.
  • Fixed plugins searching for NAVAIDs–SDK returns XPLM_NAV_Refs for NAVAIDs.
  • Custom engine sounds in aircraft folders work again.
  • Linux no longer requires the libc++ runtime to be installed for the apps to run.
  • XPD-6949, XPD-7058, XPD-7114 Updated aircraft fixes reflections, dataref typos, and wipers.
  • XPD-6905 Fixed panel blending in legacy planes & deprecated lit panels (panel 8).
  • XPD-6847 Fixed bogus colors in Plane Maker.
  • XPD-7051 Modern driver ban now in effect.
  • XPD-7050 Refactoring how we handle GLSL extensions for texture arrays.
  • XPD-7079 Plugin created commands now go in correct “folders”.

Additional Bug Fixes

  • Fixed sound log warning when parsing sound files.
  • Now we have auto-board, auto-start, and quick-start commands.
  • XPD-6962 Fix for OS-native file dialogs being inaccessible when in full-screen mode on Windows.
  • XPD-6930 Fix for handling of arbitrary full-screen sizes.
  • XPD-7002 We now respect the user’s preference for both temp and pressure units.
  • XPD-6956 Plane Maker and Airfoil Maker now match the V10 behavior of reading the language pref from the *X-Plane* prefs file.
  • Fix information on ND refactored to support displaying multiple generated abeam fixes.
  • XPD-7019 The units are called “United States Customary”, not “imperial.”
  • XPD-7025 Fix for broken pedals configuration.
  • Tweak in the seaplane model.
  • Networking configuration screen tells user if internet is disabled.
  • XPD-7034 Added support for 120 and 144 Hz refresh rates.
  • XPD-7046 Sim crashes with selecting RNAV approach at 0S9.
  • XPD-7047 Using X-Plane 10 nav data now gives error message and not a crash.
  • XPD-7052 X-Plane crashes when using a custom command key to popup/hide the G430.
  • XPD-7067 Remove “other” tab tutorials that crash the sim.
  • XPD-7066 Reseting joystick now *actually* sets the low/high data back to the default.
  • Added user provided .joy file for Thrustmaster Top Gun Afterburner.
  • XPD-7059 Updated CH Flight Sim yoke assignments.
  • XPD-7090 Bumped up axes per device to 25 to cope with PFC USB devices.
  • XPD-7112 Missing runway in scenery should give clear error and not crash.
  • Improvements to ground truck behavior.
  • XPD-7126 We no longer enable FMOD Live Update by default. It’s now a command line option for developer.
  • XPD-7095 We now a) default to north-up mode in the map, and b) remember your preference for north-up.
  • XPD-7116 Fix for not changing your view index when you changed devices.
  • XPD-7123 Fix for returning to weather UI not maintaining your real weather display.
  • New mouse cursors to help in the case where the rotator is counter-wound from expectations.
  • Joystick prefs now saved separately.
  • XPD-7152 Avoids crash when starting a new flight in replay mode.
  • XPD-7098 Fixes typo in settings.
  • Keeping the engines a little hotter…the oil was cooling a bit too much before.
  • XPD-6700 Additional half-stop brighter rendering in cockpit.
  • Bug XPD-7150 Data output should start in the upper left.
  • XPD-7144 Low idle has high N1 compared to v10.
  • XPD-6874 Service trucks can join route mid-segment.
  • XPD-6935 Removes S-76 default Master Caution.
  • XPD-6508, XPD-6700 Adding esys bus 5 & 6 to panel and nav 3-10 to nav deflections.
  • Map updates to airway thickness, NAVAID labels and colors.
  • XPD-7162 Fix for inability to file popup clearance.
  • XPD-6968 Winch line disconnects immediately due to astronomical tension.
  • XPD-7117 Fix for issues with CH Eclipse yoke.
  • XPD-7165 Fix for tutorials paying attention to your “start running” pref.
  • XPD-7160 We no longer label both ends of helipads in the map.
  • XPD-7147 Fix for texture compression pref getting discarded.
  • XPD-7021 The nav inspector now tunes your ADF radios when you’ve selected an NDB, not your NAV radios.

SOURCE


Squad logo

The hype train has arrived! A monthly recap and Version 8 in one go!


Alpha Version 8 is now released.

After hitting one of Squads biggest milestones with the introduction of vehicles in Alpha Version 7, we could finally focus on doing an optimization pass on the core systems now that all the underlying wires are connected. This was a team wide effort, with a lot of micro-optimizations quickly building up to a level of performance that the team is proud to present to the players.

That is not the whole story though! We added a few treats to add more spice to the current gameplay and quite a few quality of life improvements alongside the main focus which was optimization.As more content and features are added, we’re able to better pace the game to where we eventually want to go.

These changes have to be implemented over time so the player base has a chance to adjust and adapt. This has been the trend for for the entire life cycle of Squad, and this patch is no different. We are steadily slowing things down so there is more time to breathe and those engagements feel more significant.

Version 8 is now available via Steam[joinsquad.com] and below is a full changelog. Major Changes

Optimization Pass

We’ve done a major optimization pass over almost every single system in Squad. We’ve improved collision and physics performance, graphical and GPU performance, multithreaded major pieces of the game such as animations and vehicle updates, and many more performance improvements.

Additionally, Effects have had a wholesale overhaul after some detailed profiling on both Intel and AMD machines. Optimization of shader implementations and a detailed pass over configs and best practices gave us a 10x improvement in performance of effects. This should greatly improve reliability of frame rate in large firefights. There is still a bit of work to do but the results we’ve seen are already worth the effort.

As always, we will continue to improve the performance and optimize the game with every patch.

New Vehicle Variants and Assets

Added improvised rocket artillery variant of the technical for both Insurgents and Militia factions.

This vehicle is hard to aim and use effectively, especially without the aid of a forward spotter and communication between driver, gunner and observer. Rocket artillery technicals can only be found in small numbers on large maps such as Yehorivka, Kohat and Chora.


They are worth 20 tickets on destruction and have a respawn timer of 18 minutes, so stay out of trouble!


Added a HMMWV variant that has the remote controlled weapon station CROWS on top, with an M2A1 mounted on it. This will provide much better protection for the gunner as he is safely inside of the vehicle, with magnified optics on his .50 cal machine gun. Be mindful of the long reload time. They are worth 20 tickets on destruction.

Added NSV heavy machine gun emplacement (Russians are sometimes right!) to the Russian faction. Firing at a blitzing 700 rounds per minute, this HMG is certainly a force to be reckoned with. It comes in both tripod and bunker form. Build cost is unchanged from the placeholder they have been using up until now.

Added a forward facing shield to the Dshk machine gun. This can be found on both the deployable as well as the vehicle mounted version. There are still unshielded versions available for those that prefer greater visibility over front facing protection.


Updated Weapon Mechanics

Penetration

Added experimental environment penetration for heavy machine gun calibers.We will be watching closely, if all goes well expect small arms to get a similar treatment in the future.

Low Stamina Sway

Added penalty to weapon sway when you have low stamina. The lower the stamina the worse the sway will get. Be aware of your movement in hostile territory.

Slightly increased visual suppression effects across all weapons.

Lighting & Post Processing

We have done a huge lighting pass on all the maps in order to unify the quality and look of the game. Each map now has at least two lighting scenarios using custom skyboxes in order to provide variety and to help players identify gameplay layers more easily. Some key areas such as Fools Road tunnels got a complete overhaul as well, using lighting to help direct players. Additionally, our post processing has been unified to ensure effects such as bloom, ambient occlusion and lens flares are enhancing all our maps.


In the future we will continue to push our lighting tech further but in this pass we had to be careful not to work against our main focus for this update, optimization.

Main Menu

Server Browser

We’ve dramatically improved the Server Browser, switching to an asynchronous update method where results are streamed in as they come in. We’ve also improved the sorting, so that server entries are sorted immediately upon being added to the browser and fixed a number of issues where the server browser would show incorrect results or fail to refresh..

Graphics Menu

Our new programmer Zak, with some help, has vastly improved the Graphics Menu, improving a number of options and simplifying some of the more complex choices in the menu.

We’ve also spent some time to auto detect a number of settings that were previously exposed, as we’ve found that incorrectly setting them would negatively impact users performance.Finally, we’ve added a few tooltips to explain what each option does to help users better understand the performance impact of changing certain graphics options.

We also added a button that will clear out your cached user settings, just in case something goes horribly wrong.

Changelog

(more…)


Squad logo

Hi Squaddies,

The day is finally here. Vehicles have arrived. It has been a long road for everyone on the development team, and especially you, the player. But finally one of our long awaited features is ready to roll out. Besides this, our programmers, production artists, mappers, testers and support staff have all been hard at work producing other content that will certainly make Version 7 one of our biggest and most ambitious patches yet.

Version 7 is now available via Steam and below is a full changelog.

For a quick summary of the major changes, please read our previous news post HERE.[joinsquad.com]

Changelog

Gameplay

[media.joinsquad.com]

Vehicles have been added to the game. Please familiarize yourself with what you will encounter on the battlefield.

[media.joinsquad.com]

Starting map tickets have been increased across the board by about 150-200 tickets. This gives more room for a comeback and to accommodate vehicle losses.

Vehicles have a respawn timer from 3-6 minutes from the time that the vehicle is lost. Vehicles with weapons on them have a respawn timer of 6 minutes. Note that some vehicles on some maps have no respawns and are a one time use only.

Losing a vehicle will result in a potentially heavy ticket loss (4-30 tickets!!). Protect and repair your vehicles!

If a vehicle flips over, it will catch on fire to get it off the map. This will take a while, and your team will be without an asset for a while. Pay attention to where you drive.

New System: Vehicle Claiming
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Overview: The squad vehicle claiming system in its first iteration will function primarily as a way to strengthen the role of the Squad Leader and eliminate the ability of players to go rambo and take a vehicle without any responsibility for its usage. The system is entirely passive but also considered an advanced system.

Only SL will interact and be notified as to the claim states.Only a Squad leader may claim a vehicle. The SL claims the vehicle by attempting to enter the vehicle or by approving a vehicle claim on his minimap made by members of his Squad.

He will get one of several messages depending on the vehicles current claim condition.

  • “Only Squad Leaders may enter unclaimed vehicles.” – You are not an SL.. Nice try!
  • “You must have the Squad Leader role to claim a vehicle.” – Go get an SL kit
  • “Must have at least 3 members in your Squad to claim vehicles.” 3 members – 1 vehicle can be claimed 6 members – 2 vehicles can be claimed 8 members – 3 vehicles can be claimed
  • “Must have at least 2 squad members nearby to claim a vehicle.” Much like our FOB and Rally Point systems you need to have your Squad with you to claim a vehicle. (2 additional members) Vehicles can also be approved for claim by approval on the minimap by a Squad Leader
  • “Unable to enter due to another Squad’s claim on this vehicle.” This vehicle is already claimed. Please try a different vehicle or radio for a ride.
  • “Vehicle Claimed.” – Great Job! Your Squad can now enter the vehicle and have a happy battle!

In addition, a squad leader can claim a vehicle by approving a claim made by his Squad members.

If 3 squad members are near an unclaimed vehicle and the Squad has claimed slots available they can request a claim by attempting the enter the vehicle.They will be notified to Radio their Squad Leader for approval. Squad leaders can open their minimaps and approve the claim. (provided they have a claim slot available)

Active VS Passive claims and how it affects your Squad.

The system maintains a chain of possession of claimed vehicles through Active Claims (You have a squad member actually in the vehicle) and Passive Claims (Your squad claimed and used the vehicle but currently have no members of your squad occupying a vehicle seat)Active Claims always give you complete control over the vehicle seats and the driver position. Players not in your squad cannot enter the driver seat of your actively claimed vehicle (but they can enter the other seats). In order to maintain an active claim you must have a squad member somewhere in the vehicle.Any Squad member may also bump a friendly from an occupied seat by switching to that seat. (via the F keys)

Passive Claims are maintained even when the vehicle is not manned. Your Squad members can enter and exit the vehicle freely and the driver seat will still remain locked to the owning Squad. However.. A passive vehicle can be claimed by another Squad Leader provided he has the ability to do so. (This can be done in person via attempting to enter the vehicle or remotely via a group of 3 squad members)

We all know there are good reasons and bad reasons for losing and/or choosing to lose a vehicle. We want to reward the good reasons and punish the bad ones. Here are some messages relating to dropping off your vehicle you will encounter.Additional Mechanics: There may be a good reason to want to unclaim a vehicle and we are providing a number of methods to do that.

  • Drop off the vehicle at a FOB.
  • Drop off the vehicle at a Main Base.
  • Coordinate another Squad Leader to take over your claim.

As with any experimental system.. A lot will be changing as we get testing feedback and we will continue to refine and improve it.

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Spawning, Supplies and Logistics

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  • Rally Point cooldown timer is now 2.5 minutes. 2 minutes if placed too close to enemies. Rally Point needs a fellow squad member within 8m to place (was 5m).
  • Forward Operating Bases no longer have an active spawn point when initially deployed.
  • Forward Operating Bases gain an active spawn point after having been placed for 5 minutes. (Unless visited by a friendly supply truck
  • Losing a Forward Operating Bases Radio now results in a 20 ticket penalty (was 10).
  • Passive supply rate has been lowered to 1 per second.
  • A FOB can now hold a total of 2000 Supplies and 1000 Ammo.
  • Forward Operating Bases get an active spawn point if a friendly (loaded) logistics vehicle comes close to the radio. Bypassing the 5 minutes of waiting time.
  • Bringing a loaded logistics truck to a Forward Operating Base and unloading supplies near the FOB radio will deposit 1000 supply points and 1000 ammo points to the base. Logistics technical will supply a base with 500 of each rather than 1000.
  • You will need to press the “Unload Supplies” button (Default “Q”) to unload supplies. Once a logistics vehicle has unloaded its supplies at a FOB the space in the graphical representation of the supplies goes away. You will need to restock the vehicle again to perform another resupply action. Drive to your main base supply depot to pick up new supplies.

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Kit Changes

  • Binoculars removed from all medic kits.
  • Change to the rate that Fire Support kits unlock at. They now unlock one slot for each 3 squad members you have. Was 2 slots at 4 and an additional at 8. Riflemen classes should be a bit more frequently seen now.
  • US medic kit now has an M4 with a red dot sight.
  • US LAT kit now has an M4 with a red dot sight.
  • US ironsights rifleman now has a foregrip on his M4A1.
  • Marksman kits with SVD now has 6 magazines instead of 4.
  • Russian kits that previously had the AKS-74M now has the AK-74M.
  • Insurgent RPG Gunner kit now has the AKMS instead of the AKS-74U.
  • Russia and Militia gets access to an additional scoped rifleman at 8 squad members.
  • Adjusted the limits of the AK74 Fighter kit for insurgents. Now limited to 2 rather than 3.
  • Reduced the number of colored smoke grenades carried by the Squad Leader kits. Now has 1 of each color rather than 2. Still carries 2 white smoke grenades.
  • Added HEAT rounds to all RPG-7 kits and adjusted the number of Fragmentation rounds as well. Militia and Insurgents carry 2 Fragmentation rounds and 2 HEAT rounds. Russia carries 1 Fragmentation and 2 HEAT rounds.
  • Added Designated Marksman kit for the US Army. The kit has the M110 DMR and an M9 with an additional pistol magazine like the other DMR kits. Kit unlocks at: 5 squad members and 10 team members, limited to 1 per squad.
  • Added Scout kit for Insurgents and Militia. The kit contains SKS as the primary weapon and also has a set of binoculars. This kit is perfect for scouting and directing fire. Kit will get more toys in the future ;) Kit unlocks at: 3 squad members and is limited to 1 per squad.
  • Added a limited alternative Fighter kit for Insurgents. The kit contains a AKS74 with 1p78 optic. Kit unlocks at: 8 squad members and is limited to 1 per squad.
  • Added limited alternative Fighter kit for Insurgents. The kit contains a G3A3 as the primary weapon. This rifle has better range and more stopping power than your standard AK rifles. Kit unlocks at: 4 squad members, and another one at 8.
  • Added alternative Squad Leader kit for Insurgents. The kit contains a G3A4 as the primary weapon. This rifle has better range and more stopping power than your standard AK rifles. Kit unlocks at: 6 squad members.
  • Added Raider class for Insurgents. The kit contains the PPSH-41 as the primary weapon and RKG-3 anti tank grenades. This kit is perfect for causing mayhem up close. Kit unlocks at: 6 squad members and is limited to 1 per squad.

Weapon Handling
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  • Weapons now move more dynamically when you perform rapid twists and turns. This makes sight alignment take ever so slightly longer.
  • Weapons with a foregrip have less vertical recoil than weapons without (M4 variants, PM md. 63 and AMD-65). Additionally it also has a faster sway pattern to simulate the pressure applied.Lastly they have an ever so slightly quicker ADS time than a weapon without.
  • Weapons with underslung grenade launchers similarly have less vertical recoil due to the added weight out front. Furthermore these front heavy weapons have slightly more sway.
  • Minor tweaks to M4 recoil to compensate for the very high rate of fire.
  • RPG-7 and M72 has lowered deviation to make hit percentages similar to real world expectations.
  • HMGs such as the M2 and Dshk are now able to sustain fire for a longer time without overheating, but cools off at a slower rate.

Deployables

  • Added vehicle repair depot deployable. Costs 400 supply points and slowly and passively repairs vehicles in a radius around it.
  • Hesco/sandbag bunkers are now reduced to 300 supply points.
  • Hesco walls are now reduced to 200 supply points.
  • Single hescos are now 50 points.
  • Sandbag walls now cost 50 supply points rather than 100.
  • Added C sandbags to Insurgents and Militia. 50 points.
  • Added a new Pillbox-style Sandbag Wall that has firing ports.
  • Sandbag Walls are now stackable again.
  • Razor wire now cost 25 supply points.
  • M2A1 on tripod is now 350 supply points.
  • Dshk heavy machine gun on tripod is 350 supply points.
  • Concrete barriers are now 50 supply points.

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Vehicles

Not all weapons will be able to damage all vehicle types.

Most vehicles in the game will be able to take about 2 hits from an RPG-7 HEAT round, M72 LAW or RKG-3 grenade. The exceptions are the technicals who can take about 1 and a few bursts of rifle fire to top it off. The other exception is the BTR that will be able to take roughly 3 rocket hits.

The BTRs main 14.5mm cannon will be able to easily chew through all vehicles before it. The gun has Magnification that can be switched with the 1 and 2 Number keys.

Heavy machine guns such as the M2 and the Dshk will be able to damage all current vehicles fairly easily. Some vehicles are more resistant than others, expect anywhere from a 1/3rd to almost a full belt of .50 cal ammo to be needed, depending on the vehicle you are firing at.

Rifles and infantry weapons are split into three categories.

7.62 Caliber weapons will be able to damage bring down soft skinned vehicles such as the technicals and trucks. Expect to spend up to several hundred rounds to reduce a healthy vehicle to a useless hunk of metal. Weapons in this category include everything from 7.62×39, such as the AKM, up to the 7.62x54R of the SVD.

5.56/5.45 Caliber weapons will be able to do light, and significantly less damage to technicals and trucks. You will need the determination of your entire squad to take down a fresh vehicle with just your hand weapons. Examples of these calibers are the M4 and the AK74 series of rifles.

Pistol calibers have no effect on a vehicle’s health whatsoever. Conserve this ammo for self defense.

Fragmentation grenades. Hand grenades, the RPG-7s fragmentation grenade and the GP-25s fragmentation grenades do little to no damage on vehicles. They are only able to slightly damage unarmored technicals and trucks. Use the proper explosives for the job!

There is one exception to the fragmentation grenades. The US 40mm grenade launcher utilizes the HEDP rounds which are somewhat effective vs soft skinned vehicles. They will be able to damage all vehicles in the game, but at a significantly reduced rate as the armor of the vehicle increases.

There are currently no indicators of your vehicle’s current health in the field. So keep track of what you have been fighting and return to base or a FOB to get fixed up and rearmed at a repair depot.Keeping your vehicle operational will give you a great advantage.

Damage Effects

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Unlike most games, vehicle damage effects are not tied to a specific % of health. In Squad, effects such as a vehicle being on fire, doesn’t necessarily mean that the vehicle is about to die.

Several weapons have a chance to light vehicles on fire. As a vehicle is closer to getting on fire, the vehicle will start smoking in an increasingly more dramatic way. Once a vehicle is on fire (visible flames) the vehicle as well as all of the occupants will take a light amount of damage every second until the flames die out by themselves or the vehicle is destroyed.

The TL:DR version of the weapons that adds chance for a vehicle to catch on fire is as follows (in descending order):

  • (Most Powerful) RPG-7 HEAT rounds / M72 LAW / RKG-3
  • 14.5mm Armor Piercing Incendiary rounds from the KPVT on the BTR-80
  • US 40mm HEDP rounds from the M203
  • M2 and Dshk HMGs

Penetration

First step on a long road ahead for projectile penetration! Depending on what weapon you are using and what vehicle you are shooting at, there is a possibility that your rounds can penetrate the hide of the vehicle and damage the passengers inside, at a greatly reduced level.

The higher the caliber of your weapon, the more damage you will do to the occupants of the vehicle. If you can penetrate it in the first place.

Vehicles such as the HMMWV and the BTR-80 are immune to all infantry firearms and can only be penetrated by .50 cal or larger. The remaining vehicles can be penetrated by infantry rifle calibers.

Systems

  • Players now move slower when moving along inclines and up stairs. The speed reduction is governed by the type of material you are traversing.
  • Acceleration into a full sprint has been decreased by half.
  • Addition of a Walking Animation while ADSing.
  • Addition of a prone movement animation while moving around in Prone.

UI

  • Order and Enemy markers will appear in 3D space for a brief amount of time when initially placed to the Squad of the Squad Leader who placed it.
  • Order markers (Construct, Move, Defend, Scout, Attack, etc) can now only be seen by the squad.
  • Enemy Spotted markers (vehicles, infantry, etc) can be seen by the team.
  • Each squad is allowed 1 action marker and 3 spot markers at a time. As you place new markers the older ones will be removed.
  • Crowdfunding backers have now been added to the credits list.
  • When creating a squad, the SL will be given a squad leader kit. They will then be taken to the Roles screen so they can exchange it for another version of the SL kit.
  • When joining a squad, the player will be taken to the Roles screen so they may choose their kit.
  • Updated the map flags to be higher quality and new designs for the Militia and Insurgents.
  • Kits are now grouped in appropriate sub groups at the ammo crate.
  • Redesigned the FOB Status Widget and fixed a few cases where it wouldnt show up when it should.
  • The ammo counter widget now displays a rough estimate of the rounds you have in your magazines, including the one in the gun.
Art

 

  • Added PPSH-41 submachine gun.
  • Added G3A3 battle rifle.
  • Added G3A4 battle rifle.
  • Added SKS semi-automatic carbine.
  • Added RKG-3 anti-tank grenade.
  • Added M110 SASS designated marksman rifle (rifle has placeholder optics).
  • Added PG-7V HEAT anti-tank rounds to the RPG-7 launcher.
  • Added Dshk heavy machine gun emplacement for Insurgents and Militia.
  • Added the AKMS back to the game.
  • Removed the AKS-74M.
  • Updated textures on base AK-74 models.
  • Added M1151 HMMWV
  • Added Technical
  • Added M939 transport and logistics truck
  • Added Ural 375D transport and logistics truck
  • Added BTR-80 APC

Maps

  • Added new map Yehorivka to the map rotation.
  • Added Night version of Chora
  • Added Infantry layers for most maps
  • Added Dusk version of Gorodok
  • Added more details to Sumari Bala
  • Added one of each vehicle type and variation to Jensens Range. All of them are enterable with no requirements. 30 second respawn timers on them.
  • Added a racetrack to Jensens Range

Modding

  • Added a function to the Radial Menu, IsMarkerVisible, that can be overriden and used to hide markers
  • Moved Ragdoll behavior to a component on Soldier and added a number of methods to control the ragdoll state. This should allow modders to put the soldier into a ragdoll state at any time, rather than only when incapacitated.
  • SQPawn now switches the team of MapIconWidgets, so the team state should always be correct.
  • Added new Ruleset function VehicleDestroyed.

Before we sign off, there’s one last thing we want to share.

We are extremely excited to be able to share the first trailer for Post Scriptum: The Bloody Seventh. The first full scale conversion for Squad under development currently.

Congrats to Periscope Games[postscriptumgame.com] for taking this huge step into the public. We are very proud of your work so far and look forward to lending our support.


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:
^D71412861C1043E44E9180EC80CFBD49491095D79B5018D5BD^pimgpsh_fullsize_distr.jpg
^97D1B660DA166DDB261AFF01DDDB57E9B27C091A94A382E8E3^pimgpsh_fullsize_distr.jpg

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:
IMG_27072016_171338.png

@Joradson Rodrigues has also been doing some quality work in texture development for Cadwell as you can see in the preview below:

CURBS at CADWELL PARK 3.jpg

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



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).


AMS logo

A new Early Access build of Automobilista has been released – v0.9.6 is now out.

Content:

  • Added Copa Montana Series
  • Added Mendig Flugplatz (first of many layouts still to come for this venue)

Features & Fixes:

  • Added Time Trial integration with Virtual Xperience portal leaderboards (more about it here)
  • Integrated Steam Matchmaker into in-game Multiplayer lobby
  • Added new track limit violation system to clamp down excessive corner cutting & running wide (still subject to some track-specific fine-tuning – info & discussion about it here)
  • Adjusted tree shaders for improved lighting
  • Added alternative Interlagos, Kansai, Montreal, Spielberg track options removing GP-specific trackside objects and DRS / tire compound rules (same layout otherwise)
  • Fixed several multiplayer screen UI errors
  • DynHUD: Fixed HUD not displayed (properly) on multiplayer race start; Added a custom fix to Johannesburg trackmap; Fixed profile info being applied too late
  • VIR: Tweaked AI lines at Grand & Full layouts so they do a better job of avoiding dangerous curbs
  • F-Extreme Fixed oversized DRS textures which could cause memory overload
  • F-Retro: Fixed gear shift light not working
  • Boxer: Corrected off-center LCD display; Tweaked rear light; Fixed windshield reflection; Minor engine sound tweak; Minor adjustment to damper rates & rear wing; Increased default front anti-roll bar setting
  • Marcas: Minor tightening of tire slip angles & chassis inertia adjustment

Heads-up to league runners: as per our usual Early Access schedule we´ll still have a couple of major update releases every other upcoming friday. If you have a race tonight, you may want to check with the league admin whether you´ll be racing with the old v0.9.41 or this latest v0.9.6.

If a league doesn´t want to risk issues by racing with the new version (this one of the upcoming ones), you´ll have the option to stick to the current v0.9.41 until the event is finished. This can be done by right-clicking Automobilista on Steam -> Properties -> “BETA” tab, and selecting v0.9.41 from the dropdown box.

If AMS is updated automatically before you have the chance to do the above procedure, you can still revert to v0.9.41 by following the steps above (and then opt out of it once the race is over in order to update to the latest v0.9.6).

Leaving previous versions available in branches will be regular practice from now on – besides the scenario such as the above, having the option to go back to a previous version may also be helpful for users who encounter issues to help us isolate when they started so please keep it in mind.

If you are not running a league event on fridays or tonight specifically, you may ignore this and just let the game auto-update as usual.

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 new bug report thread. (make sure to check theopening post).

RESOURCE


AMS logo

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:
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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:
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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,
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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:
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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

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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

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Build v0.8.9r Changelog:

  • Added new controller / FFB recovery mechanism in attempt to rectify occasional loss of functionality in between sessions
  • Added extra information & reprofiled dashboard displays to better represent real counterparts (for Lancer Cup, Marcas, F-Extreme, Metalmoro MR18 – remaining cars to be updated in the following update)
  • Repainted skins for several fictional series
  • Goiania: Updated AI
  • Marcas: Updated external sounds

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

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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

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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)
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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
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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.

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