Also allows for more session variety for practicing craft. These two elements alone, make for some terrific racing. And the AI is also better and more scalable, with difficulty settings above 100% and a separate scale for controlling their aggression level (which is huge). AMS has nailed it in those areas.ĪMS also has far more realistic track evolution-rubbering, marbles, dry line, etc. And it's simply because of the FFB feel, car handling, and sounds. Even cars I didn't care much for in PCars, I love in AMS. After downloading one of the many GT series available, I was surprised by how good every single one of the cars felt. I avoided download GT3 mods in AMS, because I thought I'd had enough of them in other titles. Also, a lot of the livery packs are based on RL seasons, instead of fictitious teams and sponsorship, which increases the realism factor. There are also more than enough liveries available to make the grids look great. And a lot of tracks you don't typically see in sims, which I really like, because a lot of them are great, and it's always fun learning new tracks. Very helpful and intuitive, considering preferred AI difficulty can often vary by car/track combo.Ĭontent-wise, there's just so many different cars, car series, and tracks available. There are quite a few little conveniences I've discovered. Switch to Car-B, and it remembers you were at XXXXXXX track with AI difficulty set to 85. Basically, it remembers that the last time you used Car-X, you were on XXXXXX track, with AI difficulty set to 90. ![]() What I thought was a mess, I now think was designed/structured in a way that allows the game to remember your session settings at a per car level. The cars feel absolutely incredible, and fully connected to road (a feeling PCars lacks, IMO). Basically, there's no ceiling, you can rescale the FFB as much as needed to dial out clipping and/or produce the exact level of force you want. ![]() Unlike PCars and other games, with FFB scales ranging from 0-100, or 0-200, AMS' FFB gains are much more scalable, with values ranging from 0.0 - 99999.0, and I'm not even saying that's the limit. But now I see that it actually gives you more control. ini files for editing the FFB was dumb and the lack of GUI controls seemed to indicate it was something that hadn't been fully development for the launch version. Initially, I though that requiring people to use. ini files for dialing clipping out of the FFB, but it's literally only one setting per car you have to fiddle with. IMO, the physics and modeling in AMS is second to nothing I've tried. :) And I agree that AMS' graphics actually look a bit more realistic, compared to the TV-optimized images in most modern games, which look great on-screen, but don't really look like anything you see when you look out your window. Autumn can be amazing on many tracks, because of the colors of the trees and scenery. In fact, many of the track mods have seasonal variants of the track, so you can select spring, summer, or autumn. Do that, and the game actually looks really good and graphics become a complete non-issue. Like mentioned above, if you have a strong GPU/PC, you can max out the settings and use the HDR mode, which raises the graphic quality to more than acceptable standards. Letting the GPU handle the graphics settings, instead of the game, makes a huge difference. Last week I reinstalled it, and gave it a go (after having read more about the mods and graphics settings). A few months ago, I installed it, played for about 2 hours, and then returned it for a refund. It seems bigger than it is when you first load the game, because the GUI appears a little cluttered and unorganized and the graphics are very dated looking out of the box. Don't be turned off by the initial setup curve. ![]() 8-Kyle Strickler 7.Definitely worth getting. ![]() Heat 2 (8 Laps – ALL Transfer) : 1. 49-Jonathan Davenport 2.
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