Automobilista - Reiza Studios
https://www.youtube.com/watch?v=8po4XyUyRDs
We´re happy to bring Automobilista out of Early Access as v1.0 is now officially released!

V1.0 brings a new series (F-Vintage 1967 & 1969), new track layouts, along with an extensive list of fixes and updates to the current Early Access version.

To reflect this release, base game has been upgraded to full price @ US$ 39.99 (and accordingly for other currencies) on Steam as Early Access discounts ends - we remain with launch discount of 10% for the initial launch week.


Some further important info regarding this release:
  • A new player profile is strongly recommended.
  • Replays from v0.9.8 and earlier may not be compatible with v1.0
  • Mods might need to be updated - specially mods that are in the REIZA28 - REIZA35 range as those slots have been reserved for official content as well (modsin that range won´t show up in menu).
Full changelog from v0.9.8:
Content
Cars:
  • Added Formula Vintage series (1967 & 1969 seasons)
Tracks:
  • Added Flugplatz Bergschleife & Mendig Supertruck layouts to Mendig
  • Added circuits no 7 & 9 to Buenos Aires
  • Added West & Classic layouts to Kansai
  • Added South & Patriot layouts to VIR
Features & Fixes
  • Track conditions now cumulative over race weekend (no longer resets to initial state every session)
  • Added track progression & quali length options to AMS Dedicated tool
  • Added DynHUD spinner for alternative designs & two extra default options (CleanHUD & Telemetry)
  • DynHUD: Various stability & functionality fixes
  • Disabled 16bit option altogether from AMS Config
  • Added AMS Config option for alternative SweetFX presets & included some new presets
  • Re-ordered and replaced main menu series graphics to feature a preview of each vehicle in the series
  • Upped "reserved" slots in main menu for official content from previous 28 to 35 (so mods which were previously in that 29-35 range will need to be renamed to show up in main menu)
  • Folder "\SCREENSHOTS" is now created in root configurations folder rather than as subfolder of Userdata (needs to create a new config.inito take effect)
  • Fixed opponent class filter so it no longer displays different cars in a same class as the same
  • Added extra track and vehicle information to showroom & loading screens
  • Added music fade out during loading screen
  • Added spectator mode option to the multiplayer lobby screen (was previously in create session screen which caused some confusion)
  • Fixed bug with multiplayer opponents appearing floating when loading replays from the replay fridge
  • Fixed bug with some sound effects looping during replays
  • Fixed bug with Multiplayer menu settings not working
  • Fixed issue with cars not featuring an onboard engine starter being unable to start in a formation lap by having pit crew fire up the engine
  • Fixed vehicle selection menu in multiplayer to display only allowed cars when running All Cars & Tracks
  • Speeding in the pits & not respecting blue flag now award drive-through penalties rather than Stop/Go
  • Tweaked position of Main Menu series spinner & added page number
  • Mod tracks are no longer listed for Time Trial mode
  • Added missing championship configuration options
  • Updated input binding options when a command is already mapped to another function
  • Added UI option for setting qualifying length
  • Added UI option for multiple race heats with reverse grids
  • Several adjustments to Garage UI
  • Renamed some track layouts to a more consistent standard & moved Historical venues to the same menu branch of their modern counterparts
  • Updated portuguese, french, spanish localization
  • Added messages for manual ignition
  • Revised Realfeel settings for several cars
  • Fractionally reduced overall AI aggression
  • Fixed FFB remaining loaded while hitting pause, ESC or instant replay
  • Removed redundant DRS & Push-to-pass messages when car in use is not equipped with such
  • Various shader improvements
  • Vehicle shadow optimization (all cars)
  • Updated feeler settings to minimise wheel interlock glitches
  • Added throttle mapping (built into the physics)
  • Fine tuned road dust properties
  • Fine tuned various sound effects
  • Sound updates to F-Vintage, Marcas, Boxer
  • Several car skin updates to F-V10, F-Reiza, F-Extreme F-V12, Superkart, Opala, Opala 86 & Added new Renault Fluence car
  • DynHUD: Fixed Delta Widget resetting in Time Trial mode after a restart
  • Speedland: Improved night lighting & fixed several collision issues
  • Improved AI paths for Londrina, Johannesburg Historic, Interlagos Historic, Montreal, Cordoba, Spielberg layouts
  • Johannesburg: Reduced bump in tarmac seams
  • Mendig: Several trackside detail updates
  • Kansai: Relaxed corridors on exit of corners with astroturf
  • F-Vee: Adjusted alpha channels in driver helmets
  • SuperV8: Added new cockpit model
  • F3: Added new cockpit-mounted LCD display alternative to both models; Adjusted team & driver names; Added remaining talent files; optimized LODs; Revised tire physics & default setup
  • SuperV8: Adjusted default setup fixed tires and rims blur settings
  • Boxer Cup: Texture optimization, new cockpit materials; fixed display temperature readings clipping above 100º, adjusted default roll bar stiffness
  • MR18: Revised tire physics
  • Lancer Cup: Revised tire physics; Fixed small hole in Lancer R cockpit
  • Opalas: Revised tires & AI
  • F-Reiza: Totally revised physics: New front geometry; Revised Tires; Changed setup, dampers, bumprubbers; added throttle map per gear
  • F-Extreme: New front geometry; Revised Tires;
  • F-V10:Texture optimization, new cockpit materials; fixed tires and rims blur settings, optimized LODs
  • Marcas: Updated LCD displays
  • F-Retro: Adjusted tires
  • OBS: Steam Achievements will be added shortly.VX portal is also now also officially launched at http://www.virtualxperience.net ! You can access the multiplayer lobby and launch the sim straight from your browser. Our official public servers will also be deployed shortly.If you have a bug to report please use the bug report thread. (make sure to check the opening post).
Automobilista - Thiago Izequiel
https://www.youtube.com/watch?v=8po4XyUyRDs
We´re happy to bring Automobilista out of Early Access as v1.0 is now officially released!

V1.0 brings a new series (F-Vintage 1967 & 1969), new track layouts, along with an extensive list of fixes and updates to the current Early Access version.

To reflect this release, base game has been upgraded to full price @ US$ 39.99 (and accordingly for other currencies) on Steam as Early Access discounts ends - we remain with launch discount of 10% for the initial launch week.


Some further important info regarding this release:
  • A new player profile is strongly recommended.
  • Replays from v0.9.8 and earlier may not be compatible with v1.0
  • Mods might need to be updated - specially mods that are in the REIZA28 - REIZA35 range as those slots have been reserved for official content as well (modsin that range won´t show up in menu).
Full changelog from v0.9.8:
Content
Cars:
  • Added Formula Vintage series (1967 & 1969 seasons)
Tracks:
  • Added Flugplatz Bergschleife & Mendig Supertruck layouts to Mendig
  • Added circuits no 7 & 9 to Buenos Aires
  • Added West & Classic layouts to Kansai
  • Added South & Patriot layouts to VIR
Features & Fixes
  • Track conditions now cumulative over race weekend (no longer resets to initial state every session)
  • Added track progression & quali length options to AMS Dedicated tool
  • Added DynHUD spinner for alternative designs & two extra default options (CleanHUD & Telemetry)
  • DynHUD: Various stability & functionality fixes
  • Disabled 16bit option altogether from AMS Config
  • Added AMS Config option for alternative SweetFX presets & included some new presets
  • Re-ordered and replaced main menu series graphics to feature a preview of each vehicle in the series
  • Upped "reserved" slots in main menu for official content from previous 28 to 35 (so mods which were previously in that 29-35 range will need to be renamed to show up in main menu)
  • Folder "\SCREENSHOTS" is now created in root configurations folder rather than as subfolder of Userdata (needs to create a new config.inito take effect)
  • Fixed opponent class filter so it no longer displays different cars in a same class as the same
  • Added extra track and vehicle information to showroom & loading screens
  • Added music fade out during loading screen
  • Added spectator mode option to the multiplayer lobby screen (was previously in create session screen which caused some confusion)
  • Fixed bug with multiplayer opponents appearing floating when loading replays from the replay fridge
  • Fixed bug with some sound effects looping during replays
  • Fixed bug with Multiplayer menu settings not working
  • Fixed issue with cars not featuring an onboard engine starter being unable to start in a formation lap by having pit crew fire up the engine
  • Fixed vehicle selection menu in multiplayer to display only allowed cars when running All Cars & Tracks
  • Speeding in the pits & not respecting blue flag now award drive-through penalties rather than Stop/Go
  • Tweaked position of Main Menu series spinner & added page number
  • Mod tracks are no longer listed for Time Trial mode
  • Added missing championship configuration options
  • Updated input binding options when a command is already mapped to another function
  • Added UI option for setting qualifying length
  • Added UI option for multiple race heats with reverse grids
  • Several adjustments to Garage UI
  • Renamed some track layouts to a more consistent standard & moved Historical venues to the same menu branch of their modern counterparts
  • Updated portuguese, french, spanish localization
  • Added messages for manual ignition
  • Revised Realfeel settings for several cars
  • Fractionally reduced overall AI aggression
  • Fixed FFB remaining loaded while hitting pause, ESC or instant replay
  • Removed redundant DRS & Push-to-pass messages when car in use is not equipped with such
  • Various shader improvements
  • Vehicle shadow optimization (all cars)
  • Updated feeler settings to minimise wheel interlock glitches
  • Added throttle mapping (built into the physics)
  • Fine tuned road dust properties
  • Fine tuned various sound effects
  • Sound updates to F-Vintage, Marcas, Boxer
  • Several car skin updates to F-V10, F-Reiza, F-Extreme F-V12, Superkart, Opala, Opala 86 & Added new Renault Fluence car
  • DynHUD: Fixed Delta Widget resetting in Time Trial mode after a restart
  • Speedland: Improved night lighting & fixed several collision issues
  • Improved AI paths for Londrina, Johannesburg Historic, Interlagos Historic, Montreal, Cordoba, Spielberg layouts
  • Johannesburg: Reduced bump in tarmac seams
  • Mendig: Several trackside detail updates
  • Kansai: Relaxed corridors on exit of corners with astroturf
  • F-Vee: Adjusted alpha channels in driver helmets
  • SuperV8: Added new cockpit model
  • F3: Added new cockpit-mounted LCD display alternative to both models; Adjusted team & driver names; Added remaining talent files; optimized LODs; Revised tire physics & default setup
  • SuperV8: Adjusted default setup fixed tires and rims blur settings
  • Boxer Cup: Texture optimization, new cockpit materials; fixed display temperature readings clipping above 100º, adjusted default roll bar stiffness
  • MR18: Revised tire physics
  • Lancer Cup: Revised tire physics; Fixed small hole in Lancer R cockpit
  • Opalas: Revised tires & AI
  • F-Reiza: Totally revised physics: New front geometry; Revised Tires; Changed setup, dampers, bumprubbers; added throttle map per gear
  • F-Extreme: New front geometry; Revised Tires;
  • F-V10:Texture optimization, new cockpit materials; fixed tires and rims blur settings, optimized LODs
  • Marcas: Updated LCD displays
  • F-Retro: Adjusted tires
  • OBS: Steam Achievements will be added shortly.VX portal is also now also officially launched at http://www.virtualxperience.net ! You can access the multiplayer lobby and launch the sim straight from your browser. Our official public servers will also be deployed shortly.If you have a bug to report please use the bug report thread. (make sure to check the opening post).
Automobilista - Reiza Studios

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

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

To reflect the upcoming release, base game has been upgraded to full price US$ 39.99 (and accordingly for other currencies) on Steam as Early Access discounts ends.

Prices will also remain discounted until Sunday 29th for the full Reiza Membership Package (base game + all DLCs + beta access) @ US$ 54.99, and Membership upgrade (all DLCs + beta access for those that already own the game) for US$ 24.99, at our forum store http://forum.reizastudios.com/pages/buy-automobilista/

Some further important info regarding this release:

  • A new player profile is strongly recommended;
  • Replays from v0.9.8 and earlier may not be compatible with v1.0
  • Virtual Xperience leaderboards will be reset in light of several physics updates;
  • Mods might need to be updated - specially mods that are in the REIZA28 - REIZA35 range as those slots have been reserved for official content as well (mods in that range won´t show up in menu).

    Automobilista V1.0 will feature the following content of cars and tracks:




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

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

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

To reflect the upcoming release, base game has been upgraded to full price US$ 39.99 (and accordingly for other currencies) on Steam as Early Access discounts ends.

Prices will also remain discounted until Sunday 29th for the full Reiza Membership Package (base game + all DLCs + beta access) @ US$ 54.99, and Membership upgrade (all DLCs + beta access for those that already own the game) for US$ 24.99, at our forum store http://forum.reizastudios.com/pages/buy-automobilista/

Some further important info regarding this release:

  • A new player profile is strongly recommended;
  • Replays from v0.9.8 and earlier may not be compatible with v1.0
  • Virtual Xperience leaderboards will be reset in light of several physics updates;
  • Mods might need to be updated - specially mods that are in the REIZA28 - REIZA35 range as those slots have been reserved for official content as well (mods in that range won´t show up in menu).

    Automobilista V1.0 will feature the following content of cars and tracks:




    The full changelog for v1.0 updates will be released at launch, tomorrow August 24th!
Automobilista - Thizequiel
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 neat indoor / outdoor Speedland kart circuit:




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.




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. Below you can check both variants in all its glorious details:







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:




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.

Track-wise, 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, which exits the airport to travel through the nearby village roads:




On the physics front, we´re working on the development of a brand new ECU model as conceived by @Niels Heusinkveld, 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

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 rough profile for the track, as well as 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:




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





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 a preview:
https://youtu.be/KK5lo0Lsp0k


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




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




Both Ultima GTR and MCR Sports 2000 will soon be joined by a variety of Caterham models which had also been previosuly 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 is also in development - 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!




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 DLC of our "Legendary Race Tracks" line, 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 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$ 39.99 for 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 which not only includes the Season Pass for all DLCs, it also grants a key to AMS Beta and access to [url].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 - Thiago Izequiel
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 neat indoor / outdoor Speedland kart circuit:




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.




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. Below you can check both variants in all its glorious details:







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:




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.

Track-wise, 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, which exits the airport to travel through the nearby village roads:




On the physics front, we´re working on the development of a brand new ECU model as conceived by @Niels Heusinkveld, 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

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 rough profile for the track, as well as 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:




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





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 a preview:
https://youtu.be/KK5lo0Lsp0k


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




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




Both Ultima GTR and MCR Sports 2000 will soon be joined by a variety of Caterham models which had also been previosuly 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 is also in development - 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!




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 DLC of our "Legendary Race Tracks" line, 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 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$ 39.99 for 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 which not only includes the Season Pass for all DLCs, it also grants a key to AMS Beta and access to [url].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 - Reiza Studios
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

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 our bug report thread. (make sure to check the opening post).
Automobilista - Reiza Studios
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

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 our bug report thread. (make sure to check the opening post).
Automobilista - Reiza Studios
V0.9.67 is now out - this is mainly a hotfix to address some issues introduced with the new track limit rules.

Our apologies to anyone who may have had Multiplayer races compromised this past week by issues with detection on pit entry. Thanks to your feedback we have managed to make quick progress fine-tuning the system and adding some new options, along with some other adjustments also included in this release.

Here is the changelog:

  • Added TRACK LIMIT RULES on/off UI switch to RULES menu (valid for single player only)
  • Adjusted track limit corridors in all tracks
  • Exceeding track limits in race conditions now awards a drive-thru (rather than Stop/Go)
  • Added driving aid weight penalties to all cars (to compensate for potential performance advantages when using aids other than the ones built-in to any given car)
  • Small overall tweak to AI draft stickiness to make them a bit less hesitant to move out of the draft for a pass;
  • Revised rear wing aero maps for Marcas, StockV8, Montana, (leading to less rear wing downforce in lower settings relative to previou versions); minor aero adjustments to Metalmoro, F3, Lancer Cup, Mini, Opala 86 cars
  • DynHUD: Fixed error causing Editor not to work
  • VIR: Tweaked trackside TV cameras
  • Granja: Added missing tire barriers
  • Marcas: Added onboard adjustable anti-roll bars
  • Montana: Adjusted damper rates
Automobilista - Reiza Studios
V0.9.67 is now out - this is mainly a hotfix to address some issues introduced with the new track limit rules.

Our apologies to anyone who may have had Multiplayer races compromised this past week by issues with detection on pit entry. Thanks to your feedback we have managed to make quick progress fine-tuning the system and adding some new options, along with some other adjustments also included in this release.

Here is the changelog:

  • Added TRACK LIMIT RULES on/off UI switch to RULES menu (valid for single player only)
  • Adjusted track limit corridors in all tracks
  • Exceeding track limits in race conditions now awards a drive-thru (rather than Stop/Go)
  • Added driving aid weight penalties to all cars (to compensate for potential performance advantages when using aids other than the ones built-in to any given car)
  • Small overall tweak to AI draft stickiness to make them a bit less hesitant to move out of the draft for a pass;
  • Revised rear wing aero maps for Marcas, StockV8, Montana, (leading to less rear wing downforce in lower settings relative to previou versions); minor aero adjustments to Metalmoro, F3, Lancer Cup, Mini, Opala 86 cars
  • DynHUD: Fixed error causing Editor not to work
  • VIR: Tweaked trackside TV cameras
  • Granja: Added missing tire barriers
  • Marcas: Added onboard adjustable anti-roll bars
  • Montana: Adjusted damper rates
...