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Automobilista 2 May 2024 Development Update - The Road to V1.6 Pt1

Greetings everyone!

As announced in our previous catch-up in March, the team have since been completely immersed in the work for what is promising to be the biggest AMS2 update yet – as with previous milestone updates, V1.6 will introduce major developments to every front of the game, the collective effect of which to constitute a leap that should surmount event that of V1.5 last year – the game will look, sound, feel and race better than ever, wrapped by a completely overhauled user interface and boosted by some of the coolest premium content we have ever worked on.

The depth of the changes in AMS2 V1.6 is such that we couldn´t possibly cover it all within a single dev update – given we are still several weeks away from its release, we will instead break the news in parts to give everyone the chance to digest all the features and content incoming with this update.

Please keep in mind the above in case you don´t see news you were most looking forward to just yet – there is plenty more about the V1.6 update to cover beyond what you will read in this Dev Update.


[h3]At Least Seven New Premium Car Brands to Join AMS2 in 2024[/h3]

We begin with what to expect on the content front for v1.6 and beyond in the remainder of 2024 – as announced in the last dev update, we have struck a very exciting new partnership with IMSA to feature most if not all of the 2024 WeatherTech SportsCar Championship represented in AMS2, and it is partially (but not exclusively) in pursuit of that target that we have signed new licensing deals with no less than seven premium car brands, with a few more still being pursued.

As a result of these deals, not only will a large portion of the models competing in this year´s championship be present in AMS2, but several classes shall also have their grids boosted with new competitors, as all of these brands produced models with strong context within classes already represented in the sim.

While this was always the plan – such is the reach of AMS2 that the classes represented within it would inevitably need to be filled over time rather than all at once – having so many premium brands join the sim within a relatively short period of time is further demonstration of AMS2´s growing profile within the virtual motorsports scene, something we are immensely proud of.

Quite a few of these brands will make their AMS2 debut already in v1.6, and in time we´ll name them all as well as detail the models you may expect from each – read on to confirm the first one!


[h3]Audi to Arrive in Automobilista 2![/h3]



We are thrilled to announce a new licensing deal with Audi AG to officially feature several models from the famous Four Rings in AMS2 – the first few models of a fairly sizeable list already arriving with V1.6 as both free base game content as well as part of ensemble DLC packs.

Much like its Bavarian counterparts already featuring in AMS2, Audi possess a rich and diverse history in motorsports, producing some of the most iconic racing cars for Endurance and touring car series in particular which we are eager to feature in AMS2.



It doesn´t get much better than the Audi Quattro V8, the AWD that rocked DTM in the early 1990s, winning two championships on the trot with Hans-Joachim Stuck. The car will be added to our Group A as free base game content.



The original Audi R8 LMS GT3 will also arrive as free base game content, bringing some V10 flair to the GT3 Gen1 class

Finally, the Audi R8 LMS Evo II which along with four other GT & Prototype models will be part of the Endurance Pack Pt2, also planned for release alongside with V1.6 for an estimated price of US$ 9.99.



[h3]Road Atlanta Incoming![/h3]

Moving on to the race tracks – it would be impossible to do IMSA justice without featuring the remaining hosts of some of their most traditional and exciting events. AMS2 already features Daytona, Laguna Seca, Long Beach and Road America, and one of the most obvious names to add to that list is that of the Michelin Raceway Road Atlanta - we are thrilled this roller coaster track is one of three tracks making up the IMSA Track Pack which is planned to be released with the V1.6 update – the pack is estimated to sell for US$ 14.99





[h3]AMS2 V1.6 Physics Revision[/h3]

Content news are always welcome and surely most will agree those are some formidable new cars and track to see arriving for AMS2. But the value of new content in a racing simulator only goes as far as the quality of the simulation itself –and there is no shortage of efforts going into delivering on that front too, with physics once again getting major updates.

Last year´s V1.5 update featured a major physics overhaul in which a critical tire modelling issue got rectified, along with a number of specific aerodynamics and suspension modelling refinements to various cars in the sim. This set up a far more advanced and reliable physics baseline which we have continued to incrementally polish over the remainder of 2023 and into 2024.

There were still some SETA breakthroughs for our physics devs to crack, and as it turns out it heavily relates to a common feedback, we´ve been receiving from real drivers and hardcore users alike – that of AMS2 tires still seeming relatively forgiving and tolerant of over-driving. With that under consideration, the devs poured more time into tire hysteresis, which as we covered in the last dev update is a key element in this equation- to briefly recap, hysteresis is the loss of energy through tire distortion, and its modelling determines how deep a specific rubber compound can sink into the asperities of the track surface, and thus sustain peak adhesion for longer. Initial tread revisions for more detailed hysteresis modelling already features in the updated physics of the F-Ultimate Gen2 and Stock Car Pro Series 2024 as of the last update, but even these classes have been further developed since.

While not as comprehensive as the V1.5 revisions, the physics revisions of V1.6 net an evolution that´s at least as significant as that of v1.5 last year – tires feel more connected and responsive than ever while remaining thoroughly organic; once they start to slide however the window to keep the car under control is significantly smaller.

The tires´ thermodynamics properties along with flat spotting, wear and degradation rates have also been thoroughly revised for both dry and wet tires (the latter of which undergoing an overhaul of their own right).


While tires as always are the critical component, the V1.6 physics revisions don’t stop there – brakes have also received a thorough thermodynamic pass, and ERS modelling has been further developed to better simulate the properties of LMDh prototypes as can be seen in the preview below:
[previewyoutube][/previewyoutube]

Opinions will certainly vary as they always do amongst sim racers as to what sim “gets” physics right and we don´t foresee reaching unanimity with the release of v1.6 - our brains are not all wired the same and even amongst real racing drivers it´s natural for different people to have different sensibilities to what may be lacking in a sim vs the experience of driving a real race car. All we can realistically aim for is to be meet our own targets for the depth and sophistication of the physics in AMS2, and with v1.6 we will take another decisive step towards delivering on that goal.


[h3]Visible Tire Wear & Damage[/h3]

If tires and tire management will be more critical than ever with V1.6, so is the need for the driver to monitor their state – in real life that´s much easier to do in open wheelers in which drivers can see them with their own eyes. As of V1.6 that will also be possible in AMS2, with visual representation of tire wear & flat spots.

This is something we had already done in AMS1 but in less sophisticated manner – in AMS2 the tire tread is physically modelled in a grid of 22 longitudinal segments by 6 lateral ones, each with their own dynamic wear and damage properties which can to one section of the tire band receiving more wear than the other depending on factors such as tire pressure and camber angle as well as the nature of the track, and if that is the case you´ll be able to visualize that pattern yourself.



The same applies to flat spots, which in AMS2 can be accumulated in different segments of the tread, each with different depth and causing their own specific deformation of the tire, to varying repercussions on its performance and what you´re feeling through the FFB. In V1.6 we´re revising all flat spotting dynamics of every tire so that the amount of damage induced from a wheel lockup appropriately corresponds to the surface, the loads on the tire and its compound properties, and also so that the visual representation of the damage is accurate.


There is more to come on this front – future updates will see other types of tire damage also represented both physically and graphically and a new option to limit the number of new tire sets available on given race weekend will make driver management of tires even more critical, but these will come after v1.6.

[h3]Further V1.6 Developments[/h3]

Before we cover some other valuable V1.6 updates, let me reinforce again this is just some of the ground we have already covered for it – besidrd the aforementioned extra unnanounced content and the UI overhaul, we have a number of substantial AI developments (including much improved defensive & blue flag behavior) and some Multiplayer wins already in the bag, but these fronts (and much more) we will cover in a follow-up dev update once the work on them is completed.

Even the list of changes already in the Beta is a bit overwhelming so to let’s focus on some of the most relevant improvements so far:

Pit entrance and exit for all tracks will now feature pit lights to signal when the pit is open or closed as well as inform drivers exiting the pits of incoming traffic.


The racing line is receiving several realism adjustments so that it´s both grippier when dry as well as more slippery in the rain - its visuals in both conditions are likewise being revamped to better represent its relevance:




All vehicles in the sim are also being extensively revised for a richer level of detail - one of the areas being tackled is that of vehicle windshields which have been revised to a cohesive level of tint and reflections, and which now feature varying levels of visible scratches and even fingerprints - check it out:
[previewyoutube][/previewyoutube]

We have also added support for various types of new vehicle lights, ranging from extra headlights to blinking warning LEDsas well as purposeful LEDs such as the P2P status lights in the Brazilian Stock Car Pro series.

Improved particle effects - the last update already saw some great progress to water spray particles, and work on this front has continued with mechanical failures now potentially leading to some glorious (and blinding!) clouds of white smoke in case of more catastrophic failures. Tire smoke has also been revamped for a more realistic look. - previews of these developments in the video below:
[previewyoutube][/previewyoutube]

That covers it for Pt1! There is a lot more for us to go over before V1.6 is due for release, but those will be topics for Pt2 at some point in late June :)

AMS2 V1.5.6.3 Is Now Live

[h3]V1.5.6.3 CHANGELOG[/h3]

GENERAL
  • Fixed wet water spray appearing too bright when the track was wet but the weather was clear; Added additional water droplets to the wet water spray; Improved wet water spray fade-in with speed and track wetness


UI & HUD
  • Fixed UI Slider step issues introduced in recent builds
  • Fixed missing Betonschleife UI Strings
  • Fixed missing Spanish strings for Pause on Focus Loss


PHYSICS
  • F-Ultimate Gen2: Fixed onboard Diff Coast adjustmen being unavailable


AI
  • Further AI calibration pass for AI cars with slicks running on a wet track
  • Corrected Stock Car Pro Series 2024 AI not receiving defensive line adjustment


TRACKS
  • Added 3D trees near trackside for Interlagos Historic
  • Nurburgring 71 (all layouts): Added collision walls for the triangular curb at the Suds entrance

AMS2 V1.5.6.2 Now Live

This should be the last complementary update to wrap up this dev cycle version still reading v1.5.6.1 in UI by mistake but build is 2583 is the latest v1.5.6.2 build just deployed).

[h3]V1.5.6.2 CHANGELOG[/h3]

GENERAL
  • Fixed a crash on ICM when using onboard active suspension adjustments
  • Car´s undertray aerodynamics now influence amount of particles thrown up in the air such as dust, water spray
  • Reworked water spray particle systems


UI & HUD
  • Fixed Missing F-Ultimate Gen2 and StockCar 2024 tire names
  • Fixed missing leaderboard class logos for Stock Car 2024


PHYSICS
  • F-Ultimate Gen2: Minor tire carcass & tread adjustments; Minor baseline suspension settings adjustments (slightly stiffer & lower ride height) Minor adjustment to the undertray's optimal rake angle; Corrected minor discrepancies in F-Ultimate Gen Low Downforce variant


AI
  • F-Ultimate Gen2: Corrected missing AI defensive adjustment; AI calibration pass


AUDIO
  • F-Ultimate Gen2: Added shift pop sounds


TRACKS
  • Added 3D trees near trackside for Salvador
  • Updated water shader & adjustments to suit it for Laguna Seca
  • Barcelona: Fixed z-fighting issue with foot bridge advert panels.
  • Barcelona 1991: Fixed submerged road lines near Repsol
  • Montreal: Add track cut cheat block to pitlane exit
  • Montreal 1988: Fixed the tall grass clipping thru the cement wall at T5


VEHICLES
  • F-Ultimate Gen2: Disabled redundant graphical offset making cars visually higher up than they should
  • Fixed clipping in onboard camera of F-Ultimate Gen2 & Lotus 23

Automobilista 2 V1.5.6.1 RELEASED!

Along with the usual long list for general fixes & improvements, the new update adds the new Brazilian Stock Car 2024 season & a completely overhauled F-Ultimate Gen2.

As indicated in the 2024 March Dev Update, both the F-Ultimate Gen2 and the Stock Car 2024 already feature the V1.6 tire physics developments with adjusted hysteresis (but only partially revised thermodynamics & wear) - generally speaking the updates tires should feel slightly "sharper" and less tolerant to sliding than previously.

Both classes feature their 2024 respective DRS and Push-to-Pass rule updates, with DRS being allowed after lap 1 for the F-Ultimate Gen2 while the Stock Cars feature a higher number of shorter P2P boosts with no activation delay.


Still on the content front, following popular demand the Betonschleife (aka "concrete circuit") has been added as an option for the Historic Nürburgring , part of the Nürburgring DLC pack.

AMS2 V1.5.6 also features a much improved water shader & 3D trees added near trackside for several circuits and visible dust clouds from cars running over dirtier parts of the track, all components of the visual updates in progress for the V1.6 milestone update a few months from now.



A note of appreciation and apologies to livery modders such as @KRRTDustin, @TomLehockySVK and others in the community who had done great work with the old F-Ultimate Gen2 model that has now been retired - although we couldn´t justify retaining the old model given the lack of actual differences in specifications and inferior quality relative to more recent releases, it wasn´t a decision made without consideration and heartache for the impact it would have on your livery packs. We hope you find the much improved 3D model to be worth the trouble and that it proves a lot more fun to work with moving forward!


[h3]V1.5.5.6 -> V1.5.6.1 CHANGELOG[/h3]


CONTENT Cars
  • Added Stock Car Pro Series 2024 season
  • Added revamped F-Ultimate Gen2 (new 3D model & updated physics, sounds)


Tracks
  • Added Nürburgring 1971 Betonschleife layout (part of Nürburgring DLC)


GENERAL
  • Fixed some types of engine component damage not applying additional repair time in pit stops
  • Fixed CTD on New Championship screen when a saved custom champ template contained content that is no longer available such as when mods are uninstalled
  • Enabled offline dust particles
  • Added high fidelity water shader (circuits featuring it listed under TRACKS below)
  • Crowds near the track may slightly move now
  • Fixed wheel visually sinking into terrain in some circumstances
  • Added replay support for Track Flag Panels (new replays only)
  • Added custom DRS rules for F-Ultimate Gen2 (available after lap 1)
  • Added event preset, championship and points system for Stock Car Pro Series 2024
  • Adjusted Mandatory-Pitstop-Open-Lap to equal lap 5 and scaled Minimum-Race-Length to equal 15 mins for Stock Car Brasil Championships 2019-2023


UI & HUD
  • Added new control bindings & ICM for onboard differential adjustments
  • Updated F-Ultimate Gen1 icons
  • Fixed incorrect label on Audio Device input when disabled


PHYSICS
  • Revised FFB for F-USA Gen1-4, F-Vintage Gen1-2, F-Retro Gen1-3, F-Classic Gen1-4, F-Vintage Gen1-2
  • Adjusted pitstop repair times for clutch, turbo, radiator, oil leak, coolant leak, engine misfires (all vehicles)
  • Increased engine & gearbox pitstop repair times for all Formula vehicles
  • Added onboard diff adjustments for F-V10 Gen2, F-Reiza & F-Ultimate Gen1 & Gen2
  • Adjusted fuel consumption for Stock Car 2019-2024


AI
  • Fixed issue where the AI wouldn't repair engine damage during qualifying or practice
  • If AI car pits in for major mechanical damage (such as engine damage) it may now decide to retire instead of always rejoining the race
  • Slightly reduced likelihood of a full course yellow being triggered by an AI incident during the final 3 laps of a race
  • Updated Stock Car Pro Series 2023 Ai driver performance levels based on finalised championship positions
  • Enabled more agressive defensive moves by AI cars in F-Ultimate Gen2 & Stock Car 2024 classes


TRACKS
  • Added 3D trees near trackside for Adelaide (both), Cascavel, Curitiba, Guaporé, Ibarra, Londrina, Taruma, Velocittá, Curvelo, Goiania, Interlagos (all versions), Londrina, Salvador, Velopark, Velo Cittá
  • Updated water shader & adjustments to suit it for Azure, Cleveland, Long Beach, Montreal (all versions), Interlagos (all versions), Buenos Aires, Daytona, Oulton Park, Cadwell Park, VIR
  • Ibarra: remodelled outer terrain for better geographical accuracy, better detail vs polycount balance. New water shaders, 3D foliage; reworked billboard foliage, new ground & road textures, seasonal foliage (green/dry)
  • Cascavel: Adjusted terrain meshes, materials and textures, updated 3D & billboard foliage, fixed UV mapping on curbs, added a bunch of new buildings, removed couple temp stands and added grandstand on the terrain slope, tweaked road materials & textures, AO pass on terrain and buildings
  • Curitiba: Updated roads, terrain, walls, foliage visuals
  • Azure: Fixed a granstand lod pop visible when exiting the tunnel; Corrected a digital flag panel export settings
  • Montreal: Fixed digital flags in sector 3
  • Jacarepagua: Fixed mountains clipping in VR and some other issues.
  • Le Mans: LOD adjustments near the Esses and Mulsanne corner
  • Londrina: Fixed pit exit junction on long layout
  • Nurburgring 1971: Update hedge material
  • Added VR cameras for Jacarepagua 1988, Jacarepagua 2005, Jacarepagua Oval, Jacarepagua SCB, Jacarepagua Short, Jerez Chicane, Kansai Classic, Kansai West, Kyalami Historic, Oulton Park Classic, Oulton Park Island, Outon Park Fosters, Spielberg Short, Spielberg Vintage, Taruma Chicane, Velo Citta Club Day and Velo Citta Track Day


VEHICLES
  • Set matching pitcrew team outfits for F-Junior, F-USA Gen1-4, F-3, Porsche Cup, GT Classic, Copa Montana, Sprint Race, Cadillac DPi, F-Vintage, F-Retro, F-Classics, F-HiTech, F-V12, F-V10, F-Reiza (all Gens) & F-Ultimate Gen1, LMDh, GTE, GT3 (both Gens), GT4, GT1, Group C, Group A, Super V8, Stock Car Brasil 2019-2024, MINI JCW, GT Open, GT4 Supercup, G40 Cup, GT5, Vintage Touring Cars T1-2, BMW M1 Procar, Prototype P1 Gen1-2, P2, P3, P4, ARC Camaro, Copa Truck, F-Inter, Copa Classic B/FL, Stock Car Brasil 1979/86/99, Copa Fusca, Copa Uno, Hot Cars, Old Stock Race, RX, Formula Dirt, Kart Cross
  • F-Ultimate Gen1: Updated steering wheel display
  • Nissan R390 GT1: Fixed LOD bug in normal and LD variants
  • F-V10 Gen2: Increased polycount for cockpit tires & fixed right front tire position
  • Corvette C8: Extensive visual overhaul including accurate body paint colors, fully revamped lights, 3D blurred wheels, reworked cockpit textures & materials for higher detail level
  • Corvette C8.R: Adjusted rear calipers position
  • Mercedes 190 Evo2: Added adjustable rear spoiler

Automobilista 2 March 2024 Development Update

Greetings everyone!

We are approaching the fourth anniversary since the initial AMS2 Early Access release on Steam - and what a roller coaster these four years have been! Some lows along the way but many highs, with the overall trajectory firmly pointing upwards and leading to our highest peak right after our last catch-up in December.

Great timing then to go over some of the developments we´ve been putting together for 2024 - developments which we are confident will see AMS2 rising to a whole new atmospheric layer.

Most of the team has been working on major new features and some exciting content due to arrive with our next milestone update - Automobilista 2 V1.6 is expected to come sometime in the Summer (or Winter for those of us in the Southern hemisphere) - this will be in many ways the biggest & more important update to AMS2 yet.

We do have a smaller V1.5.6 update to deliver before that however, including some cool content updates and new valuable developments, which we hope to deploy before the end of the month.

Let´s get into it then for a preview of what´s coming not only for this upcoming release but also a glimpse into the big one a few more months down the line!

[h3]AUTOMOBILISTA 2 OFFICIALLY LICENSED BY IMSA[/h3]


We are delighted to announce that Automobilista 2 is now an official partner of the International Motorsports Association, the body in charge of several long-running racing series in the US, the premier of which of course being the WeatherTech SportsCar Championship, featuring some of the most traditional Endurance events in the world such as the Daytona 24h, the Petit Le Mans at Road Atlanta and the Sebring 12h - the latter taking place just as we write this.

Our goal through this very exciting partnership is to align the remaining agreements required to have the 2024 season - teams, cars and venues - represented in AMS2, a process that is already well under way with direct support from IMSA themselves.

Such agreements don´t always evolve at the same pace, so as with everything else in AMS2 this is a project to be assembled in parts - some of them already feature in the current version of AMS2, and you may expect some major additions to arrive with the release of V1.6. Subsequent updates hopefully will bring most if not all the remaining pieces to complete this very large ensemble.

In our last dev update of 2023 we mentioned that Endurance racing fans were in for an exciting year in 2024, beyond the then imminent release of Le Mans and the initial Endurance pack in December. The partnership with IMSA is a key step to deliver on that promise, with much more to come later this year.

[h3]AMS2 V1.5.6 INCOMING - WITH SOME V1.6 BITS[/h3]

Before the big V1.6 update due to arrive a few months from now, AMS2 will receive a smaller update towards the end of this month, and in it users will get a glimpse into some of the developments we´ve been working on the past few months.

GRAPHICS for both cars and tracks are being boosted by some excellent art & shader developments with minimal to no impact on performance. These include an increasing number of tracks making use of 3D trees in the immediate trackside surroundings (combining with the otherwise perfectly suitable billboard spinning 2D trees which remain in use at longer distances) as well as much nicer water shader making lakes, rivers and sea look signifcantly more life-like - both developments in display below at the picturesque Ibarra circuit, looking better than ever:




Although revision of all tracks for these developments are only expected to be completed in V1.6, several tracks will already feature them in V1.5.6 .

Cars are likewise receiving similar material and texture updates especially inside the cockpit - the Corvette C8 below being one of the prime examples:


LiveTrack is also getting some valuable new developments not only to its various intertwined dynamics, but also to how these dynamics are represented in-game. These include a more distinctive-looking rubbered-in racing line in the dry and a likewise more distinctive line outside that rubber in the wet; the dustier edges of the road will also appear more distinctively lower grip, with clouds of dust being kicked up as cars run over them.


Last but never least, we have further PHYSICS development incoming - even though the V1.6 revisions won´t be as profound as last year´s V1.5 overhaul, there are still significant improvements with the focus once again on tire development - more specifically tire thermodynamics, wear & hysteresis.

While these updates will only arrive wholesale with V1.6, two classes will already feature v1.6 physics in V1.5.6 later this month.


Physics developer Tom Tessmer is leading the charge with these new tire developments - below is his summary of what the hysteresis developments entail:

"There are two aspects of hysteresis - the first and operative way we are using it simulates how rubber naturally compresses and rebounds from compression, allowing (and hindering) how deep a specific rubber compound can sink into the asperities (cracks and crevasses) of the track surface. A soft compound sinks into the cracks more quickly than harder one, with more rubber in the cracks adding friction / grip. The same rubber compound can compress and rebound at different rates as well, generally allowing for quicker compression, but once the rubber is free of the track surface, the rubber rebounds (of flexes) back to its original shape slower.

The second aspect of hysteresis is basically related to how heat is generated in the tire as this constant compression and rebounding on a molecular level generates energy.

Effectively with STM, hysteresis helps us simulate the falloff of grip caused by the lack of time the rubber has a chance to "sink" into the asperities of the track as slip / slide velocity of the tire grows higher. Simply put, the more the tire slides, the less time the rubber has to sink back into the cracks and crevasses of the track. Less rubber sinking into the track yields less friction, leading to less grip from that sliding tire."

The work on hysteresis directly relate to the thermo / wear / damage revisions also incoming with v1.6, but we´ll get to those in a later dev update.

Read on below to learn the two classes already receiving these V1.6 developments with V1.5.6 later this month!

[h3]Stock Car Pro Series 2024[/h3]


A new year means a new season for our longest running-partner, the premier Brazilian racing series back for the last season in this generation of cars before completely new cars are introduced in 2025.

The 2024 cars aren´t completely unchanged however - they are slightly heavier, have slightly longer wheelbase and new Push-to-Pass rules bringing a bigger number of shorter boosts, with no activation delays between them. Upon release the cars of the 2024 season will also feature the latest v1.6 physics developments.

For those users who may feel they already have more legacy Stock Car seasons than they might wish, some good news - V1.6 will feature a content manager which will allow them to customize the game to feature only the classes and tracks they are interested in.


[h3]Formula Ultimate Gen2 Gets an Overhaul[/h3]


The top-level formula class in AMS2 is getting a big overhaul in V1.5.6. Initially released alongside the new real-life regulations of the 2022 season, the F-Ultimate Gen2 has since become somewhat outdated by both the developments of the real-life series as well as the improving quality standards within the sim. With this overhaul the F-Ultimate Gen2 gets a sexy new 3D model, updated sounds and new technical features to better simulate a modern GP car, the latest DRS rules - all wrapped with the latest V1.6 physics revisions which are a big step-up for this particular car.

Livery modders looking to get a jump start with the new toy please feel free to reach out to @Coanda for the template!

[h3]STEAM SPRING SALE IS ON![/h3]


Or is the the Fall Sale? That obviously depends on whether you are in Northern or Southern hemispheres, but what is true for everyone is that AMS2 and all DLCS are on sale with 50% off, making it a great time to complete your collection of any missing items which you can then enjoy it with both Spring and Autumn foliage in-game :)



[h3]WE ARE HIRING![/h3]

AMS2 development is not expected to slow down any time soon - quite the contrary in fact as the influx of new partnerships and demands for further and more complex features means it´s going to speed up even more in the coming months.

We are thus looking to expand the team with new talent - C++ code engineers, car & environment 3D artists in particular are in high demand. A new sticky thread in the forum will come up shortly listing the current positions and their requirements.

If you are passionate and talented developer with the skills to contribute in any area of development beyond the listed positions we still welcome your application - please feel free to submit it to [email protected] for evaluation.


That covers it all we had for this update! The wait for the next one won´t be as long this time - as the V1.6 update packs a far bigger punch beyond what has been previewed here, we need a few more of these articles to cover all of it so I´ll be pushing to have one every month from now until its release to cover all of it.

Until then we hope you enjoy the new goodies in the V1.5.6 update - shouldn´t be a long wait!