Greetings Everyone! Here we are for the second Dev Update of 2023, and we have tons of exciting stuff to talk about on this one.
Just this past week, we have deployed V1.4.7 featuring the fantastic Nürburgring Historic 1971, the conclusion of a mammoth project on which our track team worked so hard for so long. It has taken much longer than even our latest forecast suggested, as has been often the case specially with these historical projects which seems that always provide room for going a little bit further.
Partially because of the ever-expanding demands involved in the historical track projects, the neat bimonthly release schedule we had mapped our for 2023 isn´t really panning out so far, and the updates also haven´t included everything we had planned for them - reality once again demonstrates it can and often will mess up the most carefully crafted plans.
The silver lining here is that work going beyond schedule is not work gone to waste, so users may expect a very meaty update in the next cycle - so meaty in fact that we have opted to split them in two updates, one already later in May before the big one just before the end of Q2 in late June.
So let´s look into what is it that we have been working on and what you may expect for these next AMS2 updates!
Stock Car Pro 2023 Series
2023 marks the fourteenth year of our ongoing partnership with VICAR, the organizers of many Brazilian motorsports series - the main one of course being the Stock Car Pro Series which already feature heavily in AMS2, with a total of seven seasons represented ranging from the very first one in 1979 to the latest in 2022.
With V1.4.7 we have increased that representation to eight, adding the new 2023 season joining the roster - although both Chevrolet Cruze and Toyota Corolla models remain largely unchanged to the generation of Stock Cars first introduced in 2020, the series has now switched to Hankook tires which are slightly different from the Pirelli PZeros the series used to run - these differences aren´t yet represented in-game however as new tire physics are expected to arrive in June (to be elaborated on later in this dev update).
Nürburgring Historic 1971 - A Triumph of Passion
Needless to say, the highlight of the latest release is the arrival of Nürburgring 1971 - it has been a long time coming, but hopefully everyone can now appreciate where all the time went.
A lot was already said and shared about this project, and Youtuber GPLaps - a great content creator himself who goes beyond the usual Youtube punditry to provide fantastic and detailed coverage of historic motorsports content in sim racing - does a great job covering it in his latest video.
In this dev update we will instead give tribute to the artists who put it together: a project of this magnitude obviously is the result of many man-hours from many different devs with a wide range of different skills, one of key ones being @gunnar333 who already did great work as a track modder in Assetto Corsa, and who provided a lot of the initial modelling & data for this project.
This was done under the supervision of @ilka who is Reiza´s general art lead and also our main track modeler; he is the main artist in most of our track projects and has major input into all of them - Ilya took over the main duties from Gunnar towards the end of last year, and he has been hard at it ever since (although still juggling it with the other historical projects we have released since).
Ilya is Russian, and is one of our lead artists who was affected by the Russia-Ukraine conflict last year; as commented in a dev update around that time, Ilya was forced to move to Brazil in order to be able to continue to work with us. Without getting into the unfortunate nature of that conflict, it goes without saying that it had a direct impact in his life and that of his loved ones, most of whom he has no idea when he will get to see again.
This challenging situation however didn´t compromise his ability to do great work - if anything, it has led to him pouring even more of himself into his craft, as the last year has seen him realize some of his best work.
As a bonafide perfectionist, left to his own devices Ilya would easily find reasons to keep going with each of these projects for another month or three, but I think we can all agree these historical tracks as they are have been realizations with very few equivalents in sim racing, and that it is to AMS2´s gain as well as that of everyone who appreciates motorsports history that his talents get redirected to covering more of it - and there is more from when this one came from further down the line.
We raise our glasses to Ilya, Gunnar and many others from our fantastic track team, who consistently go above and beyond the call of duty even when the odds are heavily against them.
The team are also not quite done with the Nürburgring yet - we had plans to release an update to the modern track along with the 1971 version, enhancing mesh resolution and adding further trackside details, but that task has been put on hold as the track had recently undergone renovations - these will eventually feature in a future update.
Circuit de Barcelona Is Coming!
Following a long stint of time travelling, for the next release the track team is back to modern days for a very modern racetrack - Circuit de Barcelona is expected to arrive with a late May update, just in time for the Spanish GP.
Barcelona will be the bonus sixth Premium Track we alluded to in previous dev updates, and as a standalone DLC the price is estimated at US$ 6.99 / 5.99€ - it will however also be included free of extra charge to the 2020-2022 Season Pass and to the Premium Track Pack.
A staple on the F1 calendar since 1991, the Barcelona circuit has been a favorite among teams to test and develop their cars due to its mix of long mid and high-speed corners, making it an ideal testbed to gauge and develop their aerodynamic performance. For the 2023 Grand Prix the track is reverting to the pre-2007 layout, opting out of the unpopular tight chicane at the end of the lap for the two ultra-fast right-handers that cars used to tackle back in the day before entering the long 1km long home straight.
Barcelona will become the tenth modern GP circuit in AMS2, which means we are edging close to having 50% of the 2023 calendar being represented in the sim; in terms of layout accuracy, that ratio is sustained virtually for all of the last 40 years of the sport. By the end of 2023, those figures will be at or above 50% over 50 years, with similar strike ratios for many of the most prestigious classes in motorsports history, from Group C to GT1 on to modern IMSA and GT World Challenge - not bad for a sim supposedly focused on Brazilian motorsports!
Formula USA 2023 Makes a Return
You may recall that original plans for the V1.4 update included a generic F-USA 2022 as part of Racin´ USA Pt3 - we even had previews for the car in our August 2022 Dev Update, but that ended up triggering an objection by Indycar due to its similarity to their IR-18.
We did try to use that opportunity to resume a previous licensing discussion we had years earlier to officially feature Indycars in AMS2, and although that did end up netting a deal for the Indianapolis Motor Speedway, ultimately the car was too tied up with their agreement for the official Indycar game for them to license it to anyone else.
The plan for a modern F-USA was thus shelved, but thanks largely to the physics developments we will elaborate on later in this dev update, we felt the urge to get back to the drawing board to produce something of our own - hence the arrival of the Formula USA 2023, a completely fresh design that shares technical specs with the 2022 car, and that like other F-USAs will come to AMS2 with road, short oval and speedway variants.
As originally planned, this car will be added as part of Racin´ USA Pt3 and all packages that include it.
Sigma P1 G5
Also coming with the late May update is a new prototype challenger in the P1 class - the Sigma P1 G5, free to all AMS2 owners.
The original Sigma P1 has already been available in AMS2 since the early days, but despite the name their freshman effort still lacked performance to compete at the very top, so at first Sigma were forced to compete in the P2 class of the Brazilian Endurance championship.
Its latest G5 update however evolved to not only rise up to the P1 class, but actually take the fight to the Metalmoro AJRs that used to rule the P1 class - Sigma actually scored their first win last year at Interlagos, and are expected to be a regular contender this season.
Formula Junior - Vintage Low Power Racing
We are not done with new cars for the next update, as May will also see the arrival of another old gem as free base game content - the Formula Junior, based on the popular class from the early 1960s which remain popular in historical racing to this day.
The series was conceived to be a cheap entry level formula - a tiny 400kg chassis with skinny tires, little over 100HP and various components mandated from production cars of the day.
The development of the Südschleife made evident that AMS2 really needed such a vintage lower power formula in its car roster, and F-Juniors are the perfect fit - as can be seen in videos like the one below of a Brabham BT2 (of similar spec but not same car as our generic F-Junior), these are gobs of fun to throw around in tight and twisty tracks:
Automobilista 2 V1.5 Physics Development
While we have already delivered some AMS2 updates this year and have another incoming for May, the first true milestone update of 2023 is expected to come later in June, when Automobilista 2 is expected to hit V1.5 - as with previous milestone updates, this will be another major upgrade to the game on all levels.
One front to have another big step-up is physics - as explained in the Dev Update preceding V1.4 release last year, from that point onwards we would be concentrating further physics developments to these bigger updates, in order to preserve gameplay consistency between them (rather than having physics developments fragmented through the various updates in between as it had been the case before). So even though the updates since V1.4 have included some critical physics fixes and general functionality developments, from a handling and performance perspective physics have largely been preserved since that release.
We have made some considerable progress on this front since, and are eager to share the results with you - while the full revision to all cars is expected to be completed only upon V1.5 release, the update later next month will already introduce full V1.5 physics for several classes - currently all gens of F-Vintages, F-Retros, F-Classics, F-USAs, the F-Ultimate Gen2 and P1 Prototype class along with the new cars previewed above are expected to feature new physics, and for that reason we wanted to advance some info about how the new overhaul came about, and what you may expect from it.
The V1.5 physics overhaul is once again focused on tires, with aerodynamics and suspension also receiving substantial developments. It was triggered by the discovery of an issue with how the SETA tire model was interacting with the old ISI PMotor model from which it was still getting fed some tire-related values - basically this was resulting in a "confused" tire carcass with oscillating spring rates which were different from what we were actually inputting into STM - and as explained in previous revisions, since the dynamics of the whole vehicle literally rides on how the tire carcass flexes under load due to its direct repercussions on aerodynamics and suspension, fixing this issue once again demands an extensive overhaul to all car physics.
Another important discovery made since V1.4 was that the way the undertray of the car was defined for each car had been changed vs what we had in AMS1, even though that particular component of the physics seemed on the surface to be identical to what we had before. Correcting that issue forces further suspension and aerodynamics revisions but the results are well worth it; it also contributes to fixing the issue of cars appearing to explode off the ground upon hard bottoming (which has been known to happen specially with AI from low riding formula cars).
The developments relating to the undertray are already present in new cars released since V1.4 (as obviously it wouldn´t make sense for us to ignore that for the sake of consistency with older content) and so are refinements to how we reproduce each car´s suspension geometry - these being the main reasons some of you have noticed post-V1.4 cars already drive better than older content. The real thick of the V1.5 upgrade however will come from the tire developments, and while the F-Inter is the one car so far to feature some of those tire improvements, most of it relies on code changes we haven´t yet merged to release in order to preserve older content until they are also properly revised to suit it.
The net result of the changes impacts different cars in diverse ways - some (like the oval variants of F-USAs) really are massively improved with noticeably more accurate dynamics, while others present subtler differences. Generally speaking, what you may expect from V1.5 physics from a driving perspective are cars with more precise response to steering inputs which thus feel more "connected" to the road than before, but that also will punish mistakes getting tires beyond their peak slip angle more severely.
All this once again highlights what we have been trying to communicate since we first announced AMS2, and that this is a long-term project; all sims that are serious about simulation evolve over their shelf-life, but with the Madness engine and specifically its physics being so complex and detailed, it would be a steeper evolution curve until we figured it all out - it´s in the very nature of the project for things to go from good to better until eventually great, and it goes for the whole game not just physics.
Being candid, we didn´t expect to still be making such physics breakthroughs three years into its release and five years into its development but the simple fact is, while this is a fantastic piece of technology from developers whose brilliance we are in awe of and feel privileged to have our hands on, it is also the product of code on top of code integrated by different third-parties over the course of decades - understanding and sorting it all out does take a lot of time, effort and resilience, and it is a journey that will continue until we wrap up its development for good.
There is a lot more to be said about V1.5 beyond physics - among other highlights, we are pushing for a solution to lift the need to use Bootfiles for mod installation and possibly lifting some other hurdles based on feedback being received on this topic to better support the great modding projects already being delivered for AMS2; Multiplayer should also receive some substantial upgrades including some net code developments.
We will expand on these and everything else you may expect to see in AMS2 V1.5 and beyond in our next development update in June, by which time V1.5 should hopefully be just around the corner.
Until then, there will be plenty to keep you all busy with Nürburgring Historic and all the good stuff incoming with the May Update - we hope you all enjoy it!
The wait is finally over - Automobilista 2 V1.4.7 has been officially released, and with it our track team´s magnum opus following two years of hard work - the legendary Nürburgring, as it was in 1971, featuring the Südschleife ("South Loop"), Nordschleife ("North Loop") and Gesamtstrecke ("Whole Course") in an incredibly detailed and faithful recreation of this glorious race track.
Nürburgring Historic 1971 has been added to the previously released Nürburgring DLC already featuring the modern Nordschleife and Grand Prix layouts - users who already own that DLC or packs that include it are all set to enjoy one of the most thrilling experiences ever created in a racing sim.
Kyalami Historic: Corrected csm garage building wall material
VEHICLES
F-Classic Gen4: Fixed driver position in M1 & M3
F-Vintage: Fixed low riding looking cars in Gen2: Adjusted tachometers for all models
F-Inter: modified interior texture for outside view to match the cockpit screen
User Livery Overrides: Added Cadillac DPi, Group A touring cars , GT Classics and Vintage Touring Cars Tier 1 and 2 helmets and race suits; Fixed BMW M1 Procar & Porsche RSR 74 helmets and suits; Fixed materials for Ginetta G58
BMW 2002: deleted right wiper artefact on the chassis 3d mesh
Added cracked glass effects for crashes in cars with glass windshields
Caterham Supersport: Add correct badge and headlights
Brabham BT49: Fixed cockpit tire bug
V1.4.7.1 CHANGELOG
GENERAL
Fixed occasional CTD when viewing cars from trackside camera
Helmet liveries from specific drivers are now excluded from the random pool of helmets for other drivers that don't have one assigned
Fixed an issue where the player driver would use a random helmet livery instead of the assigned one
Fixed an issue where the AI drivers would be loaded with the wrong helmet liveries in saved replays, multiplayer and championship mode
Championship Editor: Fixed a potential crash when exiting class selection screen and add proper guidance that at least one class must be selected
Altered some default values (for G-Wheel) and improved / lowered on center knock that is felt with some cars (g-wheel)
UI & HUD
Fixed FR next compound button on Edit Strategy page
AI
Copa Truck: Fixed instant engine failure for some AI drivers during standing starts
AUDIO
Increased volume for ignition sound effect
Wastegate sound is now prevented from playing when RPM's are too low
Shortened engine shutdown sound timer; Prevented artificial engine sound volume bump for a more natural sounding startup
Mini Cooper: adjusted external sound for player and AI cars, adjusted starter timing and starter sound.
Stock Car Pro Series: Fixed incosistent tire sounds for Stock Corolla '21, '22, 23
TRACKS
Nürburgring 1971: Completed artwork for release and fixed reported issues
Cascais 1988: Fixed LOD on animated 3D crowds
VEHICLES
F-Vintage Gen2: Corrected tachometer orientation
McLaren MP4/5B: Corrected steering wheel position for better cockpit display visibility; Fixed rear wing disappearing at a distance
Copa Montana: Fixed windscreen wiper texture issue
MetalMoro MRX Honda: fixed engine pitch for AI cars
Metalmoro MRX Sharkfin: fixed missing AI car cockpit sound
TRACKS
Bathurst 1983: Added expanded billboard crowds Updated circuit length and number of turns for track selection Ui layer
Cadwell Park: Removed next lap penalty if you runoff onto the grass at the final corner
Imola 2001: Fix minor perimeter barrier gaps
VEHICLES
Increased speed threshold for F-Classic AI cars to produce undertray sparks
Fixed misspelling on dashboard of Nissan R89C & R390
Porsche GT1: Fixed LD bonnet bug
Ginetta GT4 SC: darker display when headlights on
McLaren F1 LM: Fixed speedometer bug
F-Tainer (both): Fixed rear right tire texture rotating in the wrong direction
F-Inter: Fixed windshield raindrops dynamics
User Livery Overrides: Group C helmets and race suits User Livery Overrides - Fixed Sauber C9 headlight and internal paint material Fixed Mercedes GT4 onboard paint material; Fixed F-Classic Gen4 disappearing driver
Automobilista 2 V1.4.6.1 is now available - the new update adds Bathurst Historic 1983 to the Historic Track Pack Pt1 DLC and introduces the new Formula Inter series free for all owners of the base game, along with several improvements and bug fixes.
V1.4.5.2 -> V1.4.6.0 CHANGELOG
CONTENT
Added Bathurst 1983 to Historic Track Pack Pt1 DLC
Added F-Inter series
GENERAL
Fixed official championships taking grid setup of custom championship slot in some cases
Championship Editor: Added pit speed limit option; Disabled unused race 2 date option; Increased number of custom championship template slots to 5
UI & HUD
Added reset seat position controller assignment and button to in-game cockpit configuration screen
Added controls screen option to reset all saved per vehicle FFB settings.
Added missing localisation to Opponents and Edit Grid screens
Fixed unstyled frontend OK/Cancel dialog
Corrected engine output figures for AJR Nissan, Nissan R89C in vehicle selection UI
Added Formula 3, Formula Inter & Formula Vee to 'Formula' vehicles filter group on the vehicle selection UI
Fixed oversized horizontal pinstripe line on 'Test Day' location holder when not focused
Several improvements to the AI weather & tire strategy logic
Disabled holding of AI vehicles in pits when other cars are coming from behind for now (makes rules equal between player/AI preventing excessive time gain for player)
Fixed bug where several AI cars would spin during full course yellow on a wet track
Improved the behaviour and speed of the AI when entering and leaving the pits
Fixed a bug where the AI would do a empty pitstop unintentionally in the race
Calibrated simulated qualifying times for Copa Uno, Copa Fusca, Copa Classic FL & B, F-USA Gen1-2, SuperCars, HyperCars, Ginetta G40 Cup, Vintage Touring Car Tier 1 & Tier 2. F-Vee, F-Trainer (both classes), Lancer Cup, GT-Classics, F-Retro Gen2 & 3, F-Classic Gen1-4
Jerez 1988: Improved AI fast line
AUDIO
Audio wall reflections: further adjusted volume for trackside & chase camera
Surface sounds: slight reduction in volume on chase & trackside camera.
Updated tire skid sounds for Nissan R89C & R390
TRACKS
Snetterton: Fixed asset loading issue
Imola 2001: Fixed ice track bug
Spa-Francorchamps 1970: Increase garage limit to 32 car for GP layout
Bathurst: Updated and optimized foliage, foliage shadows, added 3d trees very near the track
Added VR cameras for Goiania Outer and Short, Guapore and Ibarra
VEHICLES
Fixed bug causing drivers to vanish if using custom liveries
Helmet and race suit overrides: Fixed 1960s helmet and race suitNissan R390 GT1: Fixed the wiper animations on LD variant; Fixed some objects not casting shadows on the LD variants
Updated cockpit displays for all GT3 and GT4 cars with several improvements & corrections
Porsche GTE: new LEDs colors and alpha channel. Blue LEDs were too dark and not enough visible before
F-USA Gen1-3 (All models): Added damage models; Fixed suspension animations on Speedway and Short Oval variants; Fixed steering animation
F-3 (F301 & F309): Added damaged parts; Added new textures and material for rain light; Added light glow for the rain light
F-Classic G4M1 & G4M2: Added damaged parts
F-Classic G3M2: Changed driver animations to paddle shift; Removed gear stick from cpit; Added shift paddles to the steering wheel
McLaren MP4/5B: Fixed wheel and badge materials issue
Stock Cruze 2019 : Car bonnet cam adjustment
Nissan R89c LD variant livery updates
Corvette GTP: Added new tire textures
Brabham BT49 & BT52: Windshield material updated for correct livery representation
Nissan GT-R GT3: Corrected display RPM bars range
McLaren F1 LM: Corrected oil and water gauges
Lotus 98T: Updated warning light to be oil pressure light instead of shift light
Added cockpit lights for BMW M4 GT4, Brabham BT62, Cadillac DPi, Corvette C8 Z06, McLaren 720S GT3, McLaren Senna, Super V8 and added mirror screen and better textures for 720S GT3 cockpit
V1.4.6.1 CHANGELOG
GENERAL
Corrected Grid Grouping for Lotus 98t, Mclaren MP4/4, MP4/5B, MP4/6 within their respective F-Classic series
PHYSICS
F-Inter: F-Inter: Revised aerodynamics; Corrected mass, inertia & weight distribution as per latest provided specifications; Revised Engine Thermodynamics
F-3: Revised FFB (both models)
AI
F-Inter: AI calibration pass
AUDIO
F-Inter: adjusted engine & surface sounds for player & AI
Nissan R89C, R390GT1: adjusted tire sound for low downforce variants
TRACKS
Bathurst 1983 : Added remaining trackside objects (crowds, marshals, static objects and vehicles) Corrected aspect ratio on some track side billboard adverts; Extended track cut runoff areas; Rework roadline objects to fix lod problem between Forests and Murrays
Cordoba GP (No 4): Extend track limits to include blue runoff at T5 (layout junction)
Greetings everyone, we hope you all have been enjoying a great start to 2023!
We have an extremely promising year ahead of us for Automobilista 2 - it hasn´t been the smoothest start however as evidenced by the new update being a bit behind schedule. Some of the developments we had planned in this cycle are proving a bit more troublesome than expected, so in order to avoid a longer delay for valuable developments and bug fixes we already had in the bag we´ve decided to break the update into parts - the first is just around the corner and should be available at least as a release candidate for this weekend, and it will then be complemented with further updates over the course of March.
Let´s get into it then and have a look into what we have been working on lately for the next update and beyond.
Improvements & Bug Fixes
The last update slipped out with a few bugs which have taken us a while to figure out, but that have since been sorted for the upcoming update - these include fixing the issues with customized drivers disappearing and the track issues with Snetterton and Imola 2001.
We have made some further good progress with the AI, with several further improvements to their pitstop strategy decisions and also fixing some issues with their pit in / pit out routines that were costing them a lot of time.
There have also been some improvements to championship mode, increasing the number of custom championship slots to 5, adding the option to configure pit speed limit in custom championships and fixing the bug causing official championships taking grid setup of custom championship slot in some cases.
AMS2 Multiplayer Development in 2023
We remain aware users are still occasionally running into reliability issues in Multiplayer and urging for further developments in this area - efforts have been ongoing for months now and even though there haven´t been many fruits from it yet, there are good prospects for significant developments over the course of the year.
We have already outlined a plan with various quality-of-life developments such as expanding client voting options, adding support for auto-advance sessions without host interaction, the option for host to join as spectator along with adjusting the time window for clients to join or rejoin in various sessions - these and other relatively lower hanging developments should be delivered over the course of the next few months.
Sadly, more intrinsic reliability bugs have proved more challenging to track down precisely because they aren´t so easy to reproduce - we have been picking through the code throughout the second half of 2022 looking for potential improvements, and have recently begun to evaluate a more extensive reform to the whole multiplayer structure - given the complexity of such project however and the number of unknowns involved we can´t really reliably assess a timeline for its conclusion nor how fruitful it will turn out to be.
So while there may be no quick prospects in this area, we want to assure we are not oblivious to the issues and are doing all we can to bring substantial developments over the course of this year.
Bathurst 1983
Our sim racing time machine has now been set to 1983 Australia, more specifically the glorious Mount Panorama - this track complements the Historic Track Pack Pt1 DLC released in December and it´s free of charge for those who own it or packages that include it.
Although the layout itself is not substantially different to the modern track - the main difference then was the Conrod straight still uninterrupted by the Chase section to be introduced in 1987 - there is a perceptible 80s grit to the place, and the general absence of barriers between the race track and surrounding hills and trees make its roller coaster nature that much more daunting.
The development of Historic Bathurst include the addition of 3D trees in more immediate trackside surroundings also for the modern track, replacing the rotating 2D trees that could look a bit awkward especially in VR mode - this over time will also be done to other tracks with trees close to trackside.
Nürburgring 1971 Development
Hard work is also ongoing on the mammoth Nürburgring Historic 1971 project - unfortunately it still won´t quite make it in time in the upcoming update, but for good reasons as the project has been extended to include the Historic Sudschleife (South Loop) layout along the more famous Nordschleife layout we all know and love.
Although the roads are still there, the Sudschleife has not been used for competitive racing since 1971 and there is precious little reference material for it which is why it wasn´t part of the original project - recently though the track team managed to get hold of some LIDAR data for the roads and decided to take on the challenge to reproduce the lesser known southern end of the Green Hell.
The Nordschleife in turn is in its finishing stages - a couple of fresh previews to whet appetites:
We expect to conclude this much anticipated project before the end of March.
Formula Inter
The new update introduces a new free series to the sim - Formula Inter is a Brazilian series initially created in 2015 as a platform for new racing talents looking to start their careers out of karting. The series had been in hiatus in recent years but is returning in 2023 with some races already on the schedule.
With little under 500kg, 190hp and 5-speed H shifter, the MG15 is an excellent car for rookies to grasp racing fundamentals.
That covers the thick of it for this cycle - there is not long to wait now as the update with Bathurst 1983 and Formula Inter should be available very soon. We hope you all enjoy it!
Minor hotfix just went live with build 2245 - no change in version number as exe has remained the same:
Nissan R89C: Fixed CTD loading LD variant
Adjusted tread for Hyper & Supercars for better water draining in wet surface
F-Classics: Minor aero adjustments to Lotus 98T for slightly better performance; Corrected minor suspension travel assymetry in Mclarens MP4/4, MP4/5B, MP4/6; Fixed sounds for G3M3 LD variant; Revised boost function in turbo cars so it can be held freely up to 30 seconds keeping the boost button pressed (gameplay note: it will wear engine & fuel a lot quicker)
Automobilista 2 V1.4.5.2 Update is now released, along with 3 new DLC packs: Brazilian Racing Legends, Supercars & Historical Track Pack* are all available now!
*Please note Bathurst 1983 is part of this package but not yet available in-game, will be added over the course of January.
Beyong the new content, the new update brings a long list of valuable improvements - check out the complete list below. attachFull24232
V1.4.3.3 -> V1.4.5.2 CHANGELOG
CONTENT
Free:
Added Nissan R89C to Group C class
Added Nissan R390 GT1 to GT1 class
Added 2017 Nissan GT-R to GT3 class
Added new F-Classic Gen3 class (4 generic models)
Brazilian Racing Legends Pt1 DLC:
Added Brabham BT49 to F-Retro Gen2 Class
Added Brabham BT52 to Formula Retro Gen3 Class
Added Lotus 98T to F-Classic Gen1 Class
Added Mclaren MP4/4 to F-Classic Gen2 Class
Added Mclaren MP4/5B to F-Classic Gen3 class
Added Mclaren MP4/6 to F-Classic Gen4 class
Supercars Pt1 DLC:
Added Mclaren Senna, Brabham BT62 to new Hypercars Class
Added Corvette C8 Z06 to Supercars Class
Historical Track Pack DLC:
Added Cascais 1988
Added Jerez 1988
GENERAL
Added Random Failure Scale option
Added pit speed limit option to single race.
Added rule/content filter presets for custom events
Added Multiplayer support for Timescaling random failures
AI can now DLC vehicles even if user does not own them
Added 40+ years of real historic weather data for the locations that were missing it (Buskerud, Campo Grande, Curvelo, Goiania, Guapore, Indianapolis, Ortona, Velocitta
Adjusted gamepad damping bounds to allow smaller base levels and removed some baked in non-linearity
Updated Logitech TrueForce implementation following Logitech´s recommended specification
Renamed F-Classic Gen3 as F-Classic Gen4
Renamed Street Cars class as Supercars class
UI & HUD
Added secondary mapping options for main vehicle motion inputs on main menu controls screen
Added controller binding options for increase/decrease fuel map (Note: existing profiles will need to manually rebind these or reset the user set to activate)
Added secondary bind options for vehicle tab of main menu assignments page
Fixed missing localisation of cockpit configuration button
Added Failure scale setting to lobby session details pane
Fixed HUD Radar colour logic
PHYSICS
Minor adjustment to F-USA Speedway tire tread (all gens) Street F-Retro Gen2
Enabled bumpdraft and sidedraft physics in all tracks (was enabled only in Oval tracks)
Added Advanced Mechanical Damage Modelling for Stock Car Brasil 2019-2022, Super V8, Copa Truck, Stock Omega 1999, Sprintrace, ARC Camaro, Lancer Cup, Street Cars, Supercars. F-3, F-Trainer & F-Vee, Copa Classic, Hot Cars, Opala (all models), Caterham (all models), GT5
AMDM: Added wing failure logic to older open wheelers from F-Vintage Gen2 to F-Retro Gen3; Increased risk of oil and turbo failure on GT-type cars
Added support for individual front / rear onboard adjustable roll bars & disabled rear roll bars for F-Classics (all gens), F-Retros Gen2 & 3 , SprintRace; Disabled onboard roll bars altogether for Metalmoro AJRs, Mercedes CLK LM, Mclaren MP4/12 (still incorrectly had it enabled)
Corvette GTP: Slightly raised CoG height
Fixed CTD with Omega Stock Car 1999
AI
Adjusted AI code for less hesitation when trying to overtake on straights
Fixed bug that could cause AI to pit too often due to tire wear
Rebuilt GT3 Ai roster to include Nissan GT-R GT3.
Updated Stock Car Brazil 2022 driver levels to reflect final championship results
AI calibration pass for F-Retro Gen2
Improved AI lines in the following specific cases: when defending position, when avoiding lateral contact with human player, when avoiding corner cutting; Improved detection of incidents that lead to yellow flags or full course yellow.
Adjusted AI lateral movement ratio (generally less jerky moves to try overtake)
Spa Francorchamps 1970: New AI fast lines & performance adjustments
Spa Francorchamps 1970: Set 1000km layout Max AI participants to 32
Added custom grip range for Kyalami Historic for slightly less grip & updated range for Cleveland
VEHICLES
Added support for driver outfit livery overrides
Added support for driver helmet livery overrides for all remaining formula cars
Updated cockpit Motec to include the following info: TC settings; shifting lights for the M8 and the 911 RSR; headlights pictogram on the Corvette C8 R display; 2nd page on the RSR (3rd still needed)
Adjusted undertray sparks logic
Opala (all models): Added tachometer damping function
Corvette C3: Speedometer units converted to MPH
McLaren MP4/4: Fixed rain drops issue on cockpit glass
Corvette C8R: Fixed revs jumping between shifts in rare cases
StockCar Omega: Fixed stikers flickering issue
Mclaren 720 GT3: Fixed misaligned hood in the cockpit view
The checkered flag is about to wave for 2022, but we are not quite done with it yet! By the time you read this final dev update of the year, the Christmas gifts will most likely already have been unwrapped, but as I finish writing this Dev Update in the late hours of Christmas day, we are still putting the finishing touches to wrap up our last update of the year - the Reiza Santa may be late to arrive, but he´s got a bag full of exciting toys!
2022 was another positive year for AMS2 - the game continues to grow, and some substantial progress has been made in every front over the course of the year. It´s only fitting then to end the year with a bang: no less than 3 new DLC packs, 3 historical tracks, a whopping 12 new cars in total - evenly split between open wheelers and tin tops, with 9 cars coming in two new DLC packages featuring some of the greatest motorcars ever created, plus 3 long-awaited cars being added free of charge to the base game will be released over the coming days, along with usual sizeable number of game improvements as AMS2 reaches v1.4.5.0.
Let´s get on with it then and check out some of the most exciting things you can expect to be delivered for AMS2 in our 2022 wrap-up!
Update on 2020-2022 DLC Packages Still to be Released
Before we cover the upcoming DLCs, an important note with the updated plans for remaining DLCs projected in the 2020-2022 Season Pass & Premium Expansion Packs - these are the items from those packages that remain to be fulfilled:
Nürburgring Historic 1971 (part of Nürburgring DLC) - January 2023
Adrenaline Pack Pt1 - Q1 2023
6th Bonus Premium Track - Q1 2023
Racin´ USA Bonus Pack - Q2 2023
The 2 remaining items as well as the 2 bonus ones thus have been pushed to the early months of 2023 - their delayed releases however have no impact on the fact they´re still part of the 2020-2022 Season Pass / Premium Expansion Packs and will be delivered to owners of these packages at no additional charge.
Please note that any further DLCs not listed above that gets released going forward (including eventual follow-up parts of Supercars, Brazilian Racing Legends and Historical Track Pack) will not be a part of the 2020-2022 Season Pass, and will need to be purchased separately.
Supercars Pt1
Providing a wide range of driving experiences ranging from rental karts to racing trucks through F1 and GT cars both old and new is fundamentally what AMS2 is about, as each motor vehicle has its character and provide their own exhilarating experience.
Supercars and Hypercars - road legal cars designed for performance, with all the technology of the 21st century unbounded by restrictive technical regulations is one type of driving experience we hadn´t yet explored much. Over the last 10-15 years, these extreme sports cars have arguably taken over motorsports as the main source of automotive innovation, with manufacturers pulling all the stops to try bring to the market the best car money can buy. Each of these machines are unique in their own way - an expression of engineering creativity that can no longer be seen in top level motorsports. As such, they are unique to drive and thus fully warrant more coverage in AMS2.
With Supercars Pt1, we begin to give them their due space - despite the name, this pack features one Supercar and two bona fide Hypercars, each of them with their own design focus and performance envelope:
The Corvette C8 Z06 is GM´s latest reimagining of their classic sports car, and with its new mid-engine design powered by a 670 HP V8 it´s capable of delivering proper Supercar performance. Despite looking like a million bucks, it´s pricing is nowhere close to that as the Z06 is arguably the most reasonably priced Supercar on the market.
The McLaren Senna is a far more exclusive machine - this limited-production Hypecar by McLaren Automotive had only 500 models produced, all long sold out. McLaren’s latest ultimate performance offering named after the McLaren driver for its uncompromising approach towards performance is a heavily aerodynamical machine weighing 1198kg, powered by a 4.0L V8 outputting 789 BHP, featuring active aerodynamic components and a range of electronic systems such as its e-diff, which is a brake based electronic differential optimizing the mechanical open differential into a proper performance diff - all properly modelled in AMS2.
Last but not least, the even more exclusive Brabham BT62, with only 70 units produced by Brabham Automotive to celebrate its 70 years heritage in racing. Weighing 972kg and powered by a 5.4L Ford V8 outputting 691 HP, this dedicated trackday car produces a whopping 1200kg of downforce. The in-game model is still receiving its final paintjob so no previews as of yet.
With the introduction of these new cars, the generic Street Cars class is getting split into 3 distinct classes - Sports Cars (currently featuring only the Camaro SS), Supercars (featuring the McLaren F1 LM, the Ultima GTR which are now joined by the Corvette C8), and Hypercars (featuring the McLaren Senna & Brabham BT62).
Pricing for this pack will be US$ 9.99 / 9.99€ / R$ 39,99, or the appropriate regional pricing is as proposed by Steam.
Brazilian Racing Legends
Brazilian Racing Legends is a DLC pack dedicated to completing AMS2 with all world championship winning cars in the hands of Brazilian drivers - Emerson Fittipaldi already had his Lotus 72E & McLaren M23 represented in the game, and with this pack 2 of Nelson Piquet´s 3 WDC cars, and all 3 Ayrton Senna McLaren-Hondas with which he won his titles are joining the roster of champions in AMS2.
As an extra special bonus, the mighty glorious black Lotus 98T from 1986 which Ayrton Senna ran with as an outside contender for the championship, winning 2 races and scoring 8 poles. If you are a historical Grand Prix fan like myself, it doesn´t get much better than this!
This project has been particularly special for us and has been literally years in the making - it features some of the greatest racing cars of all time, representing an era many of us first fell in love with motorsports.
Oldtimers may recall glimpses of the MP4/4 & MP4/6 already in our announcement teaser back in 2019 - naturally this has led to many enquiries as to when they would finally see the light of day in AMS2. We deliberately chose to hold them back until all the pieces were in place to allow us to make them proper justice, and that time has finally arrived.
The pack features the following cars:
Brabham BT49 Cosworth V8 The Brabham BT49 is the car with which Nelson Piquet scored his first title in 1981, albeit in the C version of this car - we went with the 1980 version as it´s more befitting of the F-Retro Gen2 "ground effect" class
Brabham BT52 BMW I4 Turbo Definitely one the most unique looking F1 cars ever, the BT52 powered Nelson Piquet to his 2nd world championship in 1983 - power being the imperative word, as the BMW Turbo engine produced gobs of torque and allegedly could reach 1400hp in the dyno once the wastegate was removed - not really viable on the race track, but it could still deliver almost 900HP in qualifying trim.
Lotus 98T Renault V6 Turbo The iconic black Lotus 98T may not have won the championship, but it was one of Team Lotus last race-winning cars, with its Renault engine outputting north of 1200 HP in qualifying it was capable of dazzling speed in Senna´s hand specially in qualifying - in races the excessive fuel consumption often proved to be a handicap, but Senna remained as the 4th contender for the 1986 title all the way to the second to last race of the season.
McLaren MP4/4 Honda V6 Turbo The all-conquering MP4/4 needs no introduction - arguably the most successful F1 car ever at the hands of two of the best drivers of all time, the MP4/4 was in a class of its own during the 1988 season. Albeit the restrictive turbo regulations that season ensured turbo engine outputs was way down from previous season, its low-profile streamlined design made other cars on the grid look distinctly outdated.
McLaren MP4/5B Honda V10 The B version of the MP4/5 that ran in 1989 was developed for the 1990 season, and in this car Senna took his second championship after a season-long battle with Prost´s Ferrari that culminated in their infamous collision at Suzuka.
McLaren was now powered by a Honda V10 engine, and while it was still the best engine on the grid the team hegemony was challenged by the more advanced Ferrari chassis.
McLaren MP4/6 Honda V12 For the 1991 season Honda decided to switch to a V12 engine, and although the package was good enough to net Senna 4 straight wins early on the season while Williams struggled with reliability woes, it soon became apparent the FW14 was way superior aerodynamically and its Renault V10 overall the better engine, forcing Senna and Mclaren to step up their game in order to hold back the charge from Mansell - by the end of the season they were again on the pace of their rivals, allowing Senna to fend off their challenge to score his 3rd world championship.
The MP4/6 is not only one of the most iconic F1 cars ever, the sound from the Honda V12 was like nothing else ever heard on a race track before or after - truly a sight and a sound to behold.
The cars are being added to their respective era appropriate F-Retro or F-Classic series. Important to highlight that with the addition of new cars, the number of F-Classic generations has been extended from 3 to 4 (with Gen4 being the old Gen3, and Gen3 being the new class to receive the MP4/5B).
Pricing for this pack will be US$ 14.99 / 14.99€ / R$ 49,99, or the appropriate regional pricing is as proposed by Steam.
Chasing Aural Nirvana
One of the great challenges in modelling historical machinery is the scarcity of good quality data and material. Unlike modern race cars, most race cars from the 70s/80s/90s don´t do a lot of running these days, and when they do it´s seldom at racing speed so opportunities to collect data and record them are almost non-existent - we are largely relying on extensive research to assemble a car that is representative of the real thing. Luckily, we managed to assemble enough information to be confident of the accuracy of our modelling of these racing jewels.
These cars are special in many ways, but none more so than their engine sounds - some of the most unique & exciting roars to ever damage racing fans´ eardrums, ranging from insane turbo-powered BMW I4s and Renault V6 engines delivering over 1000hp, to Honda´s melodic V10 and its unique sounding Honda V12 - if you have heard them even if just from a YouTube video, you´ll probably agree motorsports has seldom if ever sounded as exciting as this era of GP racing.
Our man Domagoj Lovric, Reiza´s jack-of-all-trades and lead audio designer who has been with the team for the last 11 years - having first joined us precisely to work on these cars after I found a YouTube video of him experimenting with them for an rF1 mod - was the man charged with the mission. The scarcity of quality recordings and relative inability to record them with modern equipment made the job extra difficult - we did manage to plug a recorder in a Lotus 98T back in 2019, but even that was of limited use as the rev band was so restricted. Dom spent years scrambling for the best material he could get his hands on, and bit by bit we got enough to create something truly representative.
Unfortunately, about two months ago and just as we hit crunch time for this pack, Dom suffered a health scare, and even though he´s on his way to a full recovery the condition and its treatment still has debilitating repercussions on his day-to-day. In these conditions Dom shouldn´t even be working, but he wouldn´t be deterred - he pushed on to conclude the work he began over a decade ago, and just in the past couple of days managed to deliver the results for two remaining cars - and they are nothing short of magnificent.
Unfortunately, previews were not greenlit in time for this update as Dom will tell you there are still things to improve and further polishing still to be done, as is always the case with development - despite that and all adversities, it´s fair to say the work of a decade has been successfully completed.
So here is our tribute to the commitment of a passionate developer, of the kind Reiza is lucky to have many. It highlights the best part of being a game dev - working in a team of diverse people with a range of different skillsets, and through their shared passion deliver a total that´s often more than the sum of the parts - for us, nothing beats the thrill of working on a given car or track for months if not years to try reproduce the magic of the real thing, until reaching the point at which it finally comes alive.
Historical Track Pack Pt1
Racing Historic cars on modern race tracks is alright - there´s no other option in the real world of course, and one would rather see these legendary machines in action than not. But race tracks have evolved in such a way over the decades to suit safety requirements and the development of the cars, that putting the older cars in them always seem somewhat anachronistic. These are machines that are at their best in their natural habitat: the circuits as they were during their respective eras, and for which they were designed.
One of the great things about sim racing is being able to do just that - bring a whole motorsports era back to life in virtual form. This is another core focus of AMS2, which already features one of the most extensive catalogues of historical cars and circuits. The Historical Track Pack Pt1 extends that catalogue with two very relevant tracks to the cars above, and another never before represented in a sim:
CASCAIS 1988
The modern circuit at Cascais which already features in AMS2 remains a unique track which has retained a lot of its historical character, but during the 80s and 90s it was magical - the run out of the Parabolica (with a faster profile then), down the long downhill straight to bring the car to top speed before launching itself into two high speed right-handers, all of which surrounded by very little run-off was a sight to behold.
This is the track where Ayrton Senna scored his first pole and won his first race in 1985 with the Lotus 97T in the pouring rain (which incidentally you can reproduce with our Real Weather system), and where his feud with teammate Alain Prost really started to developed during the 1988 race, as he squeezed Prost in his sister MP4/4 into the pit wall in a real hair-raising moment.
JEREZ 1988
Similarly, to Cascais, the modern circuit of Jerez is already present in AMS2 and has preserved a lot of the character of the original layout. Back in 1988 however run-offs were a lot more limited, and the first sector had a sequence of left/right sweepers that looked dazzling from onboard footage.
Senna won at Jerez in 1986 with the Lotus 98T after barely holding back the late-charging Nigel Mansell for a photo finish; then again in 1989 to keep his WDC chances that year alive for the Suzuka showdown against Prost that followed. In 1990 he had to confront his fears in the aftermath of Martin Donnelly´s horrific practice crash in his way to a then unrivalled total of 50th pole position in only his 7th season of F1 with a thrilling lap that left most in the circuit in awe (look up for it on YouTube).
Racing is a very different and much safer sport these days - not only is that a very good thing, it´s been essential for the sport to survive into the 21st century. But taking the virtual McLaren MP4/5B around virtual Jerez as it was back then in AMS2 does help offer some appreciation for the distinct bravery these great men had to have to deliver the sport we love.
BATHURST 1983
The third track of this first Historical Track Pack offers something different from the previous two for a different type of racing altogether - the road through the hills of Mount Panorama today as it already features in AMS2 remains a fantastically dangerous challenge, but almost 40 years ago it was a different level of Australian insanity altogether - while the layout itself has remained largely the same over the years, the bumpy roads, high curbs and long segments without any wall or barrier separating the speeding cars from the surrounding hills, trees and light poles meant there was a lot more than glory relying on the driver´s precision.
Track modelling is in its final stages so no previews yet as of this time, but we expect to have it ready along the other two upon the pack´s release.
Pricing for this pack will be US$ 9.99 / 9.99€ / R$ 39,99, or the appropriate regional pricing is as proposed by Steam.
Nürburgring 1971
With the parallel development of four historical tracks coming to a head within the last few weeks of the year, it became clear we´d need to give our track team a bit more time to do them all justice - as a result the track that has kept some in the team busy throughout 2022 and that we´d hoped to deliver before the end of it sadly won´t quite make it in time.
This project has proven specially demanding as not only there is a whole lot of track to model with somewhat scarce references, it also involves further reforming of the modern track mesh to iron out some of the remaining rough edges from the original mesh.
Historic Nürburgring along with the updated modern track will be in our first update of 2023, so a few more weeks of waiting kindly in order for this one, but you may rest assured the end result will make it well worth the wait.
Nissan Arrives to Automobilista 2!
It has been a long time coming, but Nissan is finally making their debut in AMS2 in the next update - the first batch of legendary NISMO cars bring new contenders to Group C, GT1 and GT3 classes.
The Group C contender was the Nissan R89C, developed in partnership with Lola, the R89C features a f1-style kevlar / carbon-fiber monocoque chassis and was equipped a twin turbo V8 producing up to 950 BHP. Sadly, the car suffered with poor reliability which meant it never quite came together as a top contender.
The Nissan R390 GT1 was produced to try bring Nissan back to Le Mans glory - powered by a twin-turbocharged V8 outputting 640HP, the car proved competitive specially in races, albeit not quite enough to knock off Porsche from the top spot at Le Mans or stop the Mercedes GT1 championship dominance in 1998.
Finally, the 2017 Nissan GT-R GT3, the race version of the ever-popular GT-R line becomes the 5th contender in AMS2 GT3 class.
Further Game Developments
As always, it´s not all about new content - the next update brings another set of substantial improvements to the game.
First on the list is a new option to Adjust Pit Speed Limit - as of V1.4.5.0, users will be able to adjust the pit speed to whatever they want it to be - 100 km/h as per F1 rules, 60km/h as in Brazilian Stock Car or anything in between, below and above it - including unlimited as it used to be in the crazy old days.
Another new option is the introduction of Motorsports Presets, allowing users to quickly pick the appropriate rules preset for the class they intend to run (or even mix and match them if they so prefer).
While generally Physics have remained stable as per the plan to concentrate big physics developments into major milestone updates, the arrival of Supercars has led to a substantial improvement to modern all-weather tires they run on, while the flood of new historic GP cars have called for some revisions to F-Retros and F-Classics to keep cars in those classes to the standard of new ones - these revisions include more advanced modelling of the fan system in the Brabham BT46B - you can see it in action below as the car squats as the engine revs up sucking the car into the ground:
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Force Feedback has likewise remained largely unchanged, but the FFB values for various cars have been extensively refined, adjusting levels of clipping & smoothing, ramp, scrub, skid effects to a more cohesive standard.
We are also introducing further Advanced Mechanical Damage Modelling developments - AMDM is now modelled for every class in the game. Further developments to the system itself include scaled failures, which works similarly to tire and fuel consumption scales and allow for accelerated failure rates in shorter races - you may also just choose to sync it to whatever the race distance is set to, and failure rates will scale appropriately.
We have introduced the possibility of aerodynamic failures in open wheelers, so now drivers may lose front or rear wing if he/she insists on driving on at racing speed with a damaged wing. We've also further developed the logic and stress required to cause a damaged wheel to come off the car.
On the car art front, we have added support for new cockpit display functionalities to better represent the info seen in their real counterparts - these include Traction Control & ABS settings in the dashboard, or more specific displays such as the wheel slip LEDs in the Porsche GTE:
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V1.4.5.0 also brings further valuable AI Developments, once again focusing on improving their ability to race against each other and run the appropriate pitstop strategy in longer races. Tracks have been adjusted to minimize the chances they will run over high curbs in historical tracks, and their behavior generally should look more natural and less prone to jerky movements.
A final bonus AI development is that it will now be possible to have DLC cars as AI opponents within a class even if you don´t own the content.
Looking Forward to the New Year
We are still working on our complete dev plan for 2023, but a few bullet points are already well defined:
Multiplayer is still an area users have been urging for further improvements on, and we´ve been spending a lot of time over the last few months looking for the structural reforms needed for a more robust multiplayer experience - although not many fruits have come from it yet, we´re confident we have learned enough to achieve some significant progress over the course of 2023 - once we do, offering scheduled races will be the logical next step (we are already experimenting with it in Beta).
On the Content front, the Adrenaline Pack DLC will bring dirt track & rallycross racing for aMS2 along with other types of extreme motorsports, bringing some new dimensions to the sim.
2023 is looking to be an exciting year for Endurance Racing, and AMS2 will reflect that with further development to endurance gameplay features and some exciting endurance content
Modding Support - As has been stated from the beginning, AMS2 and the Madness engine were not designed as a modding platform but that does not mean modding isn´t welcome - we are aware how critical modding is for the longevity of any game, and we are pleased to see that some intrepid modders are already taking on the challenge, with some success cases beginning to pop up.
Because the game was not designed as a modding platform, both creating and installing mods for AMS2 still is a somewhat cumbersome process, and while it´s unlikely it will ever be as smooth as other platforms designed for that purpose, we are looking into some achievable measures to try at least reduce some of those difficulties, and also plan on offering some resources / information for serious modding teams looking to bring their scratch-made content to the sim. We will also soon offer an AMS2 Modding subforum for users to share info and resources for modding in AMS2.
Career Mode is another project we will begin to flesh out in 2023 - as we had announced from the very beginning, an elaborate Career Mode is the final destination project for AMS2 - it has to come towards the end of its dev cycle as we need all relevant cars and tracks to be in place for our concept to work. Whether we will cover it all in 2023 remains to be seen, but we´ll certainly be dedicating some time turning our very exciting concept into reality.
A reminder that the Steam Christmas sale is currently on, featuring AMS2, AMS1 & all their DLCs with some of their best discounts yet - if you don´t yet own everything and is looking to secure all goodies covered in this dev update, this is a great time to score them.
That covers our final 2022 round-up folks - we hope this and our upcoming releases prove worth the wait and help fill your holidays with some exciting sim racing!
We´d like to take the opportunity to wish all our users Happy Holidays, and as always our sincere thank you for your enduring support and patience along the ride that AMS2 development has been over almost 3 years now - we´ll resume pushing flat out in 2023 to try make it even better than 2022!