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https://www.racedepartment.com/threads/automobilista-2-the-big-interview-part-1.168990/
RS: Firstly one clarification that may be worth making is that specially when it comes to more sophisticated racing sim engines, there aren´t just options one can simply pick off from the shelf at our own discretion - the engine providers also must want to work with us, under conditions that we can meet.
MADNESS was one option we had in our radar, but it was actually Ian Bell who approached us first at some point last year looking to do something together. Although I believe his original idea was a little different, I made the point we were already committed to doing Automobilista 2, and that we were on the market for a game engine - if he was kind enough to let us have a go with his with no strings attached we´d be more than happy to try work out something in case we managed to get on with it. To my pleasant surprise and his considerable credit, he did just that.
RD: If you compare MADNESS to the gMotor engine of AMS and also the rF2 engine you know from the recent ‘Reiza Pack’ DLC, what advantages do you think MADNESS offers over these solutions?
RS: To use the tired cliché, they each have their pros and cons... Obviously we can´t comment in-depth about actual differences in code, not least because we didn´t actually have access to the rF2 code beyond information that S397 would supply to us on a need-to-know basis to get our content to work in their engine.
With MADNESS, obviously the graphics engine is one of the strong points, and it generally runs smooth as butter no matter what you throw at it in terms of weather, time of day, number of cars so for us that´s a welcome change of pace!
Moreover the physics, Audio and AI fronts are for the most part an evolution of what we were already used to, so that has allowed us to continue progressing from the solid base we already had on those fronts; The SETA tyre model is a bigger departure to our old tyre model, which is always a tricky move considering how much of good racing simulation physics rely on not only an advanced tyre model but one that´s manageable to work with - luckily SETA has proved surprisingly accessible, very versatile and we´ve been achieving good results with it pretty much from the get-go.
The engine features models for a large range of drivetrain and aero systems, and a variety of rule sets, all of which suits us very well as Automobilista 2 is also due to feature many different motorports types.
Last but not least, Livetrack 3.0 is arguably the most advanced technology for dynamic track conditions in consumer level simulators, and that is a crucial feature for a truly realistic racing experience.
Naturally there are some things we´ll be adding or tweaking to our own preferences and requirements, but all in all we couldn´t ask for a better platform for the racing sim we aim to create.
You've also got to consider that this is the start of a project. Automobilista was the end of a project that started in 2011 with Game Stock Car, basically a south american based mod pack for rfactor. It was years of work before it became something that supplanted its base.
I do agree that they shouldn't have jumped to the 1.0 milestone so soon. No doubt there were commercial reasons behind that.
Automobilista 2 is powered by the Slightly Mad Studios MADNESS graphics engine as used for Project CARS 2. This means that besides gorgeous visuals, you can expect advanced features such as Day to Night transitions, Dynamic weather, Advance track physics, Director/Broadcasting functionality, and outstanding VR support.
If we combine that with the physics and Force Feedback expertise of the Reiza Studios development team, we are most likely to end up with an awesome racing simulation. Bring on AMS 2. We are excited!"
I think you screwed the pooch on this Reiza. You had it nailed with ISI, now its ♥♥♥♥♥♥.
The last GOOD game Ian Bell was involved in is GT Legends. Again...ISI.
for a small studio like Reiza, that is a big deal
Most people do not own expensive pc and the madness engine appeals to all and gives good results at most resolutions.
For Reiza to have the madness engine....and then work their magic with ffb etc...is perfect.
If you follow Reiza you will see the work they are putting in aswell as wrenching far more than what sms could do.
Its a good time to be a sim racer,competition is good....sms have backed out and have left there engine to Reiza...what more could you ask for
Dropping my resolution down to 1920 x1080 on my GTX 1070 means I can run AM2 in Ultra with transitions from dry to wet, day to night at a locked 60fps. try doing that in rFactor2 🙄
What's not to like?
good luck trying to find out what the isi engine simulates cos im bummed if i can find any info about it. and no something written on a 7 yr old wiki page doesnt count.
assetto corsa doesnt simulate chassis flex in any way and was only added to ACC after patch 1.2.
ams2 online works flawlessly for me and i havent lost any wheel settings or indeed any input settings.
maybe its user error?
Or you could say ‘Assetto Corsa is unable to simulate chassis flex. It has been implemented in ACC during its ongoing development cycle however.’
Just like AM2’s self-declared ongoing development cycle then. 😉
Please, do not misunderstand me, I like AMS2 and I know they will only make it better. My complaint is, and always has been...with the MADNESS ENGINE, when I join a online lobby, my wheel goes dead. How is it user error? Every time since PCARS 1 when I go online, my wheel dies. I reboot the game and join again, it works, but that is ♥♥♥♥♥♥♥♥ to have to do that ALL THE TIME. It is a known bug, it has never been fixed since PCARS 1. Every other game works fine.
I was told to delete the logitec drivers for the wheel and use MADNESS built in drivers for the wheel.....I am not going to do that. I have many racing games that I enjoy, they all work flawlessly, except those using MADNESS.
The wheel suddenly pulls to the right, only way to fix is to exit online lobby and reboot. again.