Automobilista 2 v1.5.5.2 Introduces Less Forgiving Tires, All-In DLC Pass

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Reiza Studios has deployed a small update to introduce Automobilista 2 v1.5.5.2 – and with it, another refinement to its tire model, as well as a new option for those who want all DLC for the sim.

Image credit (3): Reiza Studios

The recent batch of updates have seen Automobilista 2 make big strides while also releasing exciting content. The Formula HiTech classes are a first for first-party sim racing content, and the first part of the Endurance Pack laid the groundwork for modern endurance racing featuring LMDh and GT3 cars.

Now, a relatively minor update introduces notable changes to select cars. Automobilista 2 v1.5.5.2 most notably sees tire tread adjustments for select cars, making them less forgiving on the edge of grip. This should adress a common issue some playes have with AMS2, feeling that the slip curves were too generous.

Reiza Founder and Lead Developer Renato Simioni explained the thought behind the update on the studio’s forums. “It is true that AMS2 tires have historically allowed for too high angles to be sustained a little too long – that issue has been reduced to a minimal if not quite completely eliminiated with v1.5 and the subsequent refinements, the latest of which just deployed with v1.5.5.2. To the extent the issue persists on some tires we’ll continue trying to iron them out, after all, the point of the exercise is to simulate reality.

Automobilista 2 v1.5.5.2: Cars With Tire Tread Adjustments​

Slick​

  • LMDh
  • F-Hitech Gen 1 & 2
  • F-V12
  • GT1
  • GTE
  • GT3 Gen 1 & 2
  • GT4
  • G55 Cup
  • GT5
  • G40 Cup
  • StockV8 (all seasons)
  • Super V8
  • DPi
  • P1 Gen 1 & 2
  • Group C
  • F-Reiza
  • F-Ultimate Gen 2
  • F-USA Gen 1-3 & 2023 (speedway compound)

Wet​

  • F-Classic (all gens)
  • F-HiTech Gen 1 & 2
  • F-V12
  • F-V10 Gen 1 & 2
  • F-Reiza
  • F-Ultimate 2019 & Gen 2
  • F-USA (all gens)
  • F-3
  • F-Inter
  • F-Trainer
  • LMDh
  • DPi
  • P1
  • P2
  • P3
  • P4
  • GTE
  • GT3
  • GT4

Automobilista-2-Update-v.1.5.5.2-All-in-Pass-BMW-M4-GT3-Le-Mans-1024x576.jpg


Simioni also addresses the classic “more challenging to drive equals more realistic” argument that keeps popping up in discussions from time to time. “A problem here is that many sim racers have been conditiond to believe race cars on modern slicks don’t allow for any sliding at all, are never subject to turn-in oversteer so long as the car is neutral and are incapable to sustain a powerslide for longer than half a second.

Even if we completely eradicate that slightly forgiving plateau at the top of the slip curve in AMS2, they’ll always be a little thrown off by its handling because their perception have been skewed.” Reiza’s CEO also makes it a point to note that his words should not be taken in a “we are right, you are wrong” kind of way: “This isn’t to detract from valid criticisms of our own tire modelling – we wouldn’t keep adjusting it if we felt everything was dandy.

Given the inherent imperfections of all tire models, there’s always going to be a degree of subjectiveness as to what flaws our brains are better able to translate. Personally, I’d rather drive AMS2 with tires from even two years ago because it’s just more organic, but I totally see why others would prefer something that felt more like a train on rails that has to be driven carefully not to derail.

Automobilista 2 All-Inclusive DLC Pass​

As the DLC Season Pass will not see any new packs added to it (save for the Racin’ USA bonus pack, which does not have a release date yet), a new option for anyone wanting all current and future content for AMS2 will be introduced. This will cover any existing DLC at the time of purchase.

Two versions of this All-Inclusive DLC Pass will be available. One is geared to those who already own the Season Pass, the other at thosw who own the Premium Track Pack and Premium Expansion Pack, offering a lower price. Both will offer a 15% discount to new content. New users can grab either version.

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Automobilista 2 v1.5.5.2: Further Additions & Fixes​

Furthermore, the new update comes with several small fixes. The recently-introduced functional LED flag panels are now also featured at more tracks than just Le Mans and Montreal. Joining the roster are Kansai (Suzuka), Interlagos, Hockenheim and Monza.

Find the full patch notes below!

Automobilista 2 v1.5.5.2 Changelog​

UI & HUD
  • Fixed Automatic Clutch input bind label being inconsistently named in different states

PHYSICS
  • Minor slick tread adjustments for LMDh, F-HiTech Gen2, F-V12, GT1, GTE, GT3 (both gens) GT4, G55 Cup, GT5, G40 Cup, StockV8 (all seasons), Super v8, LMDh, Cadillac DPi, P1 (both gens), Group C, F-Reiza, F-Ultimate Gen2, F-USA Gen1-3 & 2023 (speedway compound)
  • Minor wet tire tread adjustments for F-Classics, F-HiTechs, F-V12, F-V10s, F-Reiza, F-Ultimates, F-USAs, F-3, F-Inter, F-Trainers, LMDh, DPi, P1, P2, P3, P4, GTE, GT3, GT4 classes
  • Adjusted baseline pressure for GT3 Gen2 and LMDh to account for the removal of tire warming blankets (setup reset recommended)
  • LMDh: Slightly increased brake torque
  • Added medium compound option for F-HiTech Gen2
  • McLaren 720s Evo: Increased the max bumpstop/packer range to 4cm from 1cm

AI
  • Adjusted distance AI cars look ahead for slower lapped traffic & added new parameter for faster cars to see even further ahead
  • Slightly increased avoid ratios for AI in lower aggression ranges
  • AI line redos for Cascais, Fontana Speedway, Montreal Historic 1991, Le mans Bugatti, Kansai East & West
  • Further adjustments to AI rates for lateral movements & distance thresholds for passing routines to kick in
  • Increased fuel threshold for AI to decide to pit for fuel on a long track for Endurance cars (LMDh, Cadillac DPi, P1 (both gens), GTE, GT3 (both gens)
  • Bumped up AI skill spread on ovals to the same level of main road course variants to minimise excessive pack racing on ovals
  • Adjusted AI tire wear degradation for all F-USA classes
  • AI calibration pass for GTE & LMdh, DPi, P1s
  • AI wet performance calibration pass for F-Classic Gen4, F-Hitech Gen1&2, F-V12, F-V10 Gen1&2, F-Reiza, F-Ultimate Gen1&2

TRACKS
  • LeMans: Additional 3D marshals; Fixed visible gaps in the track near Porsche curve; Adjusted armco lod switching near Mulsanne: Added more of the remaining trackside objects; Adjusted an abnormal bump in the runoff near the Arnage exit curb; Fixed issue where tirewall objects might not be rendered in some external cameras; Adjusted track cameras in Bugatti layout to remove obscured views
  • Added LED flag panels to Kansai, Interlagos, Hockenheim & Monza
  • Fixed safety car parking location for Kansai & Hockenheim
  • Nurburgring 1971: Fixed the misalignment and added collision to the Continental Podium barriers in the paddock
  • Jerez 1988: Fixed body parts lod behavior on some 3D animated actors

VEHICLES
  • Fixed car exterior rain effects oscillating between dry and wet
  • Mercedes AMG GT3 Evo: fixed inverted cockpit banner
  • GTE: Added luminescent number panels BMW M8 GTE: updated display, improved cockpit lights, windshield banner added
  • BMW M8 GTE: Updated display & improved cockpit lights; Added windshield banner
  • F-HiTech G2M2: Fixed cockpit windscreen and mirrors double mesh issues

What are your thoughts on Automobilista 2 v1.5.5.2? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

We players and simdrivers are always grateful to Reiza for all the work done. This update, although small, is yet another proof of their commitment to this game that we appreciate more and more every day.:D:D
We can't wait for the next contents, perhaps from the Ferrari and Lamborghini brands finally on Automobilista 2 and then the endurance will be satisfying and realistic! Thank you!:thumbsup::thumbsup:
 
Reiza keeps putting in hard work and it's paying dividends, especially in the last year. Had a chance to try out some GT3, GTE and LMDh post-patch last night and don't have much to complain about, these little tweaks are really starting to bring driving feel to a good if not great place. Honing in on setup tweaks along with these small changes to tread have made the gen 2 Porsche and Mercedes GT3 a real joy to hustle around the track.

Would love to have some more instability introduced to the LMDh, especially under braking, but cannot sit here and point to exactly where and how that can be implemented. I can only compare the driving experience to something like rF2 where things can get squirrelly quick under braking in the hyper/prototype cars and what I see in real life in stuff like IMSA and WEC. That 963 meeting with the wall during Roar Before the 24 qualifying yesterday being an example.

Braking is the only other thing I consistently feel "off" with in AMS2 compared to say rF2. I don't know if "squishy" is the right adjective, but I feel a lack of bite in the brakes on the GT3 and LMDh in AMS2, even with brake force up at 100 in setup and experimenting with and without ABS assistance on the GT3s. Again, only personal comparison to something like rF2, unfortunately no one will let me behind the wheel of a GT3 or hypercar in real life to make bold claims about realism and which is more true to life.
 
Use. The. Ignore. Function.

kthxbye
the downside to that is I play almost all the sims and could be blocking someone who could have useful advice/info on another sim. (although those who I see do it time and time and time again end up blocked).
 
Good news! Now, if they added a sense of weight (shift) to the cars with corresponding handling then it would be another great and much needed improvement imo.
 
Premium
the downside to that is I play almost all the sims and could be blocking someone who could have useful advice/info on another sim. (although those who I see do it time and time and time again end up blocked).
The other problem is the more people you block the more disjointed the threads become. Then you have to start clicking "show content from blocked users" individually to work out what's going on.

However much you might try to not to feed the trolls they do take the joy out of engaging on a lot of the threads these days.
 
D
What is the point of bitching and complaining about a game you don't like? I cannot think of a less worthwhile thing to do with my precious time. Yet we still get this type of "pointless person".
Article on any title posted on RD receives its dose of "criticism", why AMS2 should be immune, after all all that "bitching" leads to studio making efforts to improve things, not your buddy "it's perfect" back-patting turning any thread into Reiza's appreciation one.
Plus the guy paid the money for his privilege to be unhappy and vocal about the product, so stop shutting people down playing self appointed mod.
 
Article on any title posted on RD receives its dose of "criticism", why AMS2 should be immune, after all all that "bitching" leads to studio making efforts to improve things, not your buddy "it's perfect" back-patting turning any thread into Reiza's appreciation one.
Plus the guy paid the money for his privilege to be unhappy and vocal about the product, so stop shutting people down playing self appointed mod.
Nope, the bitching in question won't lead to any improvement, because it didn't bother to point out any specific gripes with the title.
 
D
Nope, the bitching in question won't lead to any improvement, because it didn't bother to point out any specific gripes with the title.
How is " it just doesnt feel close to realistic driving feel after driving LFS, RF2, AC and iracing." is just "bitching", isn't that exactly what Reiza is trying to improve with the patch featured in the article.
 
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The braking model in this game is the worst part about it. Most cars have 'magic' brakes that stop with the power of F1 brakes instantly, and the weird last 30-20m of braking the car seems to magically find grip to brake to a stop perfectly even if you massively overshoot the corner.
What exact cars are you talking about ? I want to test those cars myself and see if it is anything like that.
 
The braking model in this game is the worst part about it. Most cars have 'magic' brakes that stop with the power of F1 brakes instantly, and the weird last 30-20m of braking the car seems to magically find grip to brake to a stop perfectly even if you massively overshoot the corner.
There has never been a time when AMS2 brakes have been "too good", not even in v1.0. If anything, they are still too weak, at least compared to something like ACC and its magic brakes that let you brake 100% past the apex and still make the corner.
 
There has never been a time when AMS2 brakes have been "too good", not even in v1.0. If anything, they are still too weak, at least compared to something like ACC and its magic brakes that let you brake 100% past the apex and still make the corner.
Was going to say, I think that dude and I are driving in different pieces of software. Brakes feel like they lack "bite" to me in many of the modern tin tops at least.
 
Premium
This is getting more and more confusing

This slip curve plateau theory occured to me a couple of weeks ago from a YT review video. Now they claim they have fixed this particular issue, despite the game being in development for years

It just seems even Reiza cannot decide what direction to take. Unfortunately, it sounds they (and also Raceroom) are shifting towards more grip and easy handling, obviously due to the fact that the majority of customers are coming from Forza/gamepad and looking for casual racing they can immediately master

With the ongoing hype of the racing genre, including esport scene and YT influencers, I cannot envision a hardcore sim emerging, as the incentives for Forza like titles are too strong. If we look at player count of RF2 and ironically even AMS2 compared to Forza, that is the case

It's also getting more difficult to tell apart sim racing and simcade titles at first (YT influencers are all but trustworthy, too much money on stake). I had to learn and understand AMS2, put in long hours until I realised its flaws
 
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Premium
This is getting more and more confusing

This slip curve plateau theory occured to me a couple of weeks ago from a YT review video. Now they claim they have fixed this particular issue, despite the game being in development for years

It just seems even Reiza cannot decide what direction to take. Unfortunately, it sounds they (and also Raceroom) are shifting towards more grip and easy handling, obviously due to the fact that the majority of customers are coming from Forza/gamepad and looking for casual racing they can immediately master

With the ongoing hype of the racing genre, including esport scene and YT influencers, I cannot envision a hardcore sim emerging, as the incentives for Forza like titles are too strong. If we look at player count of RF2 and ironically even AMS2 compared to Forza, that is the case

It's also getting more difficult to tell apart sim racing and simcade titles at first (YT influencers are all but trustworthy, too much money on stake). I had to learn and understand AMS2, put in long hours until I realised its flaws
It’s exactly the opposite of what you just said . I would say ams2 is moving more towards rf2. But who cares just drive what you enjoy and don’t waste your time on you tube influencers . It’s a bit sad if you need a YouTuber to tell you what to like . And the magic brakes bloke..,lol. Wish I had those brakes in my version of the game .
 
D
And "Automobilista 2 All-Inclusive Bundle for SP Owners" only includes already released content (4 DLCs) with 15% discount and does not apply to future DLCs.
Unless DLC-Pass featured in the article is something different or there are no plans for additional ones.
 
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Premium
It’s exactly the opposite of what you just said . I would say ams2 is moving more towards rf2. But who cares just drive what you enjoy and don’t waste your time on you tube influencers . It’s a bit sad if you need a YouTuber to tell you what to like . And the magic brakes bloke..,lol. Wish I had those brakes in my version of the game .
Sim racing is like wine, first you need a sommelier to tell you what you are supposed to feel. Later on you develop your own taste but you want to make sure you are not wasting your time on cheap, low quality. After all, our time is limited and I definitely don't want to spend it on arcades.

As we have no clue what cars feel like real life, I think it's important to have some reference points, other than our own feelings. I wish we had more objective analysis comparing driving inputs and car behavior vs real life. The slip curve plateau theory at least made sense to me.
 
The candles are already blown out.
Why didn't they do this years ago ?

I said the same thing about brakes the first week of AMS2 and got vilified !
One post ! lol While most evreryone else was just swooning it was beautiful. WT.. ??
Now everyone can justify having bad thoughts lol but not speaking then, instead
taking it out others could speak out at the time.
Maybe they should look up some of the people they bashed and apologize.

Changing grip levels closer to reality won't solve it, die was cast with the engine choice. :thumbsdown:
 
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