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The Workshop Thread: What are you working on?

Discussion in 'Automobilista 2 - Modding' started by jusk, Apr 26, 2023.

  1. ott782

    ott782 Member

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    Last edited: Apr 19, 2026
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  2. ThePanzafahra

    ThePanzafahra New Member

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    [​IMG]
    Update on the 1994 Season for the Formula Edge:

    Since I'll be away from home for work reasons for the next two weeks, here's how I'm stacking up for now.
    All cars shown have all of their possible variants done, even though only the Brazil liveries are shown in the screenshots. As usual, all sorts of special liveries, car changes, driver changes, paint scheme changes etc. that happened during the 1994 season have been made into separate liveries!

    Model 1 (V12): Lotus 107C/109, Ferrari 412T1/412T1B
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    Model 2 (V10): Williams FW16, Tyrrell 022, McLaren MP4/9, Jordan 194, Ligier JS39B, Sauber C13
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    Model 3 (V8): Benetton B194, Larrousse LH94, Minardi M193B/M194
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    I'm currently working on the Simtek S941 which will be put into the Model 3. After that, the Footwork FA14 and Pacific PR01 are the only cars left to paint.
     
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  3. Ace

    Ace Well-Known Member

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    I recently bought the Simube Dashboard. The Display with the LEDs is really great for the price and the Simhub integrations work flawlessly. But weren't quite happy with the Dashboards I found for Simhub, they often even include LEDs on the screen which I don't like since I already got them on the dashboard itself. Some are made for iRacing or other sims and don't work well with AMS2. Or the setup is not as simple or you need to buy a program for them to run. So I wanted to get the immersion for the GT3s right and build a few Dashboards since I already got all the logic for it in my Overlays.

    Note that these are not perfect 1:1 copies of the original ones, but take some freedome with fonts, to add data that is available in AMS2 or to fit the dashboard screen instead of leaving too much empty space. Some boxes displayed will be non functional since we don't have that data in AMS2 but they are key to the design.

    I will release them to the public soon after I added some further logic like ERS/DRS support so you can use them on every car. Have in mind this is just a fun project I did in a few evenings and not something that I'm going to extend heavily, so don't expect multipage features or stuff like that. Just simple dashboards to get a good immersion of sitting in the car. Maybe I do more of them for cars I like later
    upload_2026-7-2_10-15-32.png

    Here are two closeups:

    Corvette Z06 GT3.R
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    992 GT3.R
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    In action (ignore the image being a bit blurry)
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    The cool thing is that Simhub supports automatically switching the design for specific cars, so you don't have to do anything manually after you set it up once
    upload_2026-7-2_10-37-51.png

    PS: This is not conflicting with my work on the Livery Manager, it's just a tiny side project I wanted to do for myself :)
     
    Last edited: Jul 2, 2026
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  4. F1Aussie

    F1Aussie Well-Known Member AMS2 Club Member

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    Love your work!
     
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  5. maitevel

    maitevel Member

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  6. ThePanzafahra

    ThePanzafahra New Member

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    [​IMG]

    It's been about three months since I last posted about progress on my 1994 F1 season pack.

    Since then, I made progress and the pack is, "technically speaking", ready for release.

    I finished the Brabham and Pacific cars for the Formula Edge Model 3 (yes I know, the Pacific technically had a V10 engine but being a 2-year-old design with a 2-year-old engine I put it into the V8 car) and, with the help of @Alain Fry , @KRRTDustin and @LadyCroussette I managed to paint all 150 helmets (so far) of all 46 drivers for all 16 races. @LadyCroussette provided me with suits, gloves and seat belts for all teams as well!

    All that's missing now is spec maps for said helmets and custom AI. I think. Anyway, enjoy some screenshots!

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  7. Ace

    Ace Well-Known Member

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    After other projects were done I finally can push forward to the release of my Livery Manager. So it's still WIP, but I just want to show some progress I made since the announcement.

    Note that all of what follows is not finished, so features, layouts and designs will still be adjusted. And again it's not supposed to be the most complex tool, but a very easy to handle tool with a "What you see it what you get approach" so you can easily move liveries in and out of your AMS2 without modyfing XML files and copying files manually all the time.

    Also the tool will save all of it's own data into json files, so other tools could import or export all your data.

    Class Selection
    I created a proper class selection that gives you a good overview of each class. You can set favorites that are listed on top of the list, and for each class you instantly see the amount of cars, the available livery slots of those cars and how many liveries for that class you have imported. Note that I haven't imported all classes into the tool yet, but I already wrote scripts that completely automate that for me, so the first public release will support all classes and cars in AMS2
    Classes.png

    Livery Selection
    The Livery Selection became a bit adjusted to not waste as much space. Stock liveries are now darkered out, so you can easier see what custom liveries you use. But most importantly it got very easy to use by adding drag and drop. You just pull liveries from the buttom into the livery slots on top, that's all you have to do. Mix and match all custom liveries into the slots you want (you can still work through that via clicking)
    GT3G2 also got a special implementation for yellow headlights, so you can easily add or remove them for any GT3G2 livery (excluding the R8 which doesn't have yellow light files) and the tool will export the correct data for that for the livery.
    Selection.png
    Selection2.png

    AI Drivers
    No matter how I twisted it, the tool didn't make much sense when ignoring how to deal with AI for liveries. So besides liveries the tool also imports your AI files and saves all drivers standalone. On the left side you can see all your available drivers (imported from AMS2 or files or created) that indicate who already is assigned to a selected livery, you can also filter the drivers to see all, your class and which AI isn't assigned to any livery yet, and of course you have a fast search where you can type in names to find AIs faster.
    On the right side you see your current selection of liveries for the class, so you can easily drag the Assign knob into a livery and it will assign that driver with all of it values to a livery. (You will be able to edit the driver data including all the custom skill values for the release, the UI fields are not build for that yet)
    Drivers.png

    AI Grid
    The grid determines which liveries and drivers will be exported to your AMS2. It is as easy at it can be. Just drag and drop your selected liveries from the slots on the left in and out of the grid on the right. You have quick buttons to easily clear the grid, select all custom liveries or throw in all available liveries.
    Grid.png

    Custom Livery File Tags
    Who looked into my GT3s skins might have found some trags tags in the livery overwrites. The tool will export the new tags LM_LIVERYNAME, LM_AUTHORIMAGE, LM_AUTHOR and LM_VERSION and read them when importing liveries. This is data for the tool that helps you manage the liveries easier by seeing authorIcons and be able to update liveries properly if they come with a new version number. If imported liveries don't have these fields set you can set them manually (before an important of a whole package and for each installed livery). But if a livery has these tags set, they can't be replaced in the tool to secure proper credit of the creator.
    tags.jpg

    What's next?
    There's still a lot of work to do. I want to add the custom BOP that is saved per livery, so you can easily manage that in the tool too. There will be export options, so you can easily select if you want to export BOP oder AI driver skills and if you want to install directly into AMS2 or to your save folder first (so you can check what it did and manually copy that). A bit of busywork to get all classes in. And tons of tons of testing to make sure everything works as intended.

    I hope September will finally be the month you can all get your hands on the first public release. The most complex parts are already fully functioning and working great, so it's down to getting more detailled things and polish on it in the upcoming weeks.
     
    Last edited: Aug 17, 2026 at 10:21 PM
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