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

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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

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.
Correct. Here's what Renato wrote about it on the Reiza forum two days ago:
Just as an update on this query for those who took the time to vote on it - first off thank you all for the input and constructive feedback provided on this thread. Despite the overwhelming support, for various reasons we´ve decided not to offer the 2023 Season Pass and have for the time being called off the idea for a 2024 Season Pass on Steam.

We have instead created new Bundle options on Steam that hopefully greatly simplifiy the paths that both new and old users alike need to take to complete their AMS2 collections.

Unfortunately this still fails to provide users with an option to secure future DLCs in advance - we´ll keep trying to come up with a less controversial option to satisfy that demand but for the time being acquring the new DLCs within these new bundles as the new items come out is the best we can offer.
So the author appears to have misunderstood.
 
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.
Agreed. I don't understand the new DLC. If you own all the current DLC, the new all inclusive DLC doesn't appear to make any sense.
 
Small note: despite all the hype around the LMDH/endurance pack, Reiza is still updating/adjusting the P1 Gen 2 class, which is great. But the last time I checked (a few weeks ago) the AI could still not drive the Sigma P1 properly, and the changelog doesn't mention it... I hope it gets sorted soon.
 
Agreed. I don't understand the new DLC. If you own all the current DLC, the new all inclusive DLC doesn't appear to make any sense.
The bundles are basically just prepared shopping karts of the season pass and all other DLC on the one hand, or the two sub-season pass packs and the other later DLC on the other. If you choose to buy them then you only buy and therefore pay for the items you don't already own.

They are there so people can make a one-shot purchase to get up to date with the latest DLC instead of having to buy each DLC individually, because apparently that is a thing that people have complained about.

I imagine that as further DLC is released they will be added to the bundles, so for me (I have the season pass, plus all of the individual DLC released so far) it might be easiest to choose the season pass bundle and maybe get a discount on the new DLC. We shall see.

Anyway this is quite distinct from a "pass" where as yet unreleased DLC is pre-sold.
 
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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

More grip might and very likely will make cars more difficult to drive. But it depends what friction is increased - a sliding friction or static friction. Static friction increase in relation to sliding friction sharpens slip. So for example static friction gets a bit increase, and sliding friction a bit of decrease. It makes car more grippy as long as it is gripping staticly, and less grippy as it slides. Slip curves could be seen as a graph showing how contact patch is shifting from static grip to sliding grip. There are other params changing how tires and their slip curves gets sharper, but static and sliding grip is the base.

Having less static grip and plenty of sliding grip is most basic thing what makes driving easier. It is the overall grip that produces laptimes. So if simulations aims for realistic laptimes, but wants a touch less demanding handling, they actually are forced to make cars bit more slippery, but the sliding gets easier.

It is also the reason why communicating is so difficult. One guy shouts how cars are too slippery, other guy shouts how there is too much grip. Then dev reduces static grip and increases sliding grip, and other guy now thinks that cars got too slippery and also there is not enough grip, other guy is happy now because he can effortlessly drive car diagonally in straight lines and catch unlimited amounts of oversteer.
 
Isn't there a second part of the Adrenaline pack as part of the original Season Pass? I'm waiting for more rallycross/offroad before I include the game in my Every PC Rally Game YouTube playlist :D
 
Premium
More grip might and very likely will make cars more difficult to drive. But it depends what friction is increased - a sliding friction or static friction. Static friction increase in relation to sliding friction sharpens slip. So for example static friction gets a bit increase, and sliding friction a bit of decrease. It makes car more grippy as long as it is gripping staticly, and less grippy as it slides. Slip curves could be seen as a graph showing how contact patch is shifting from static grip to sliding grip. There are other params changing how tires and their slip curves gets sharper, but static and sliding grip is the base.

Having less static grip and plenty of sliding grip is most basic thing what makes driving easier. It is the overall grip that produces laptimes. So if simulations aims for realistic laptimes, but wants a touch less demanding handling, they actually are forced to make cars bit more slippery, but the sliding gets easier.

It is also the reason why communicating is so difficult. One guy shouts how cars are too slippery, other guy shouts how there is too much grip. Then dev reduces static grip and increases sliding grip, and other guy now thinks that cars got too slippery and also there is not enough grip, other guy is happy now because he can effortlessly drive car diagonally in straight lines and catch unlimited amounts of oversteer.
That's good explanation but I wonder if there is real life data about how driving inputs and telemetric parameters correlate. So that it's based on data, not the feelings of two guys

I also think that overemphasizing lap times when talking about realism is misleading as it's just one of the data points that need to fit
 
Premium
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.
Yes I agree it’s hard to find an objective opinion . The eternal battle between acc diehards and iRacing devotees is a good example , with pro drivers on both sides .
 
I wonder if those who thought tires should be less forgiving have any substantial real racing experience?
Big part of what tire manufacturers try to do w/ spec tires is to make them forgiving for better racing. Only during tire war like in Super GT you have smth else.
Just about any modern racing category is made for gentlemen drivers in mind. Even the Pirellis in F3/F2 you can slide & you won't spin, you'll simply lose grip & time. And these are tires specifically designed to wear off & teach tire management in a very brutal way.

It will never cease to amaze me how sim racers love to label a model more realistic simply when it's easier to get a spin...
 
Same as AC and pCars
Some are put in position of buying items they don't really want.
Personally I think it should be a Steam reg. if you offer DLC packs you should
also have to offer the lot as single items.
 
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.
How is "it doesn't feel like the games I like" not just bitching? It doesn't say anything about what's actually supposedly wrong.
 
That's good explanation but I wonder if there is real life data about how driving inputs and telemetric parameters correlate. So that it's based on data, not the feelings of two guys

I also think that overemphasizing lap times when talking about realism is misleading as it's just one of the data points that need to fit

I agree laptimes probably shouldn't be attempted to be matched exactly, especially for historic stuff. They are still good reference, everything is good data and helps. I think it is fair to say that laptimes that are possible IRL should be possible in sim, and in most cases should be possible a bit faster than IRL.

Data is great. But some people with good capabilities could get simulated cars and their tires into the ballpark, good enough, with quite limited amount of data, with most basic things. You probably get pretty good data about how tires work already from just watching the cars, you can literally see all the sliding and how it works, is it sudden or progressive at breakoff and then at returns and in what turns, what speeds. Telemetry of course would help to see the driver inputs and various other details to fine tune, but even without it good dev probably will get the tire and other things good enough. I'd even guess that hardest for sim devs is not to make reasonable physics, but to make it so that consumers would agree.
 
D
How is "it doesn't feel like the games I like" not just bitching? It doesn't say anything about what's actually supposedly wrong.
Same old story as with now history PCars, "we do it right, it's just all others sims on the market are wrong". Next thing will be, unless you are a professional racing driver, shut up.
If somebody doesn't like something and explains in layman terms how it feels without going into in depth analysis of physics behavior, not everyone has lingo and knowledge for that, why is that a "bitching"?
I think almost everyone would agree that AMS2, just like other Madness predecessors, starting from Shift, is a very forgiving driver. In fact the latest iteration of Forza Motorsport is more challenging when driving.
When you can go into corner too hot and just crank steering wheel more to initiated perfectly controlled 4 wheel drift in GT car with TC :confused:, how is that even remotely realistic, you don't even have to slow down for corners, just powerslide your way through, could probably even get better lap time.
 
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How is "it doesn't feel like the games I like" not just bitching? It doesn't say anything about what's actually supposedly wrong.

Does in matter ?
For the huge majority of sim users visuals, UI and sounds are more important then physics.
Surely no one here would argue that ?
Point being why waste time on 2 years of engine testing like ISIMotor2.0 ( rFactor )
when people can't relate or appreciate.
The man hours can churn out more lovely looking DLC instead.

It takes studios like ISI and The Last Garage to push physical boundaries.

Still hear people mentioning rFactor 3, like S397 could develop from ground up :whistling:
 
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Great to see yet more tweaks to the A.I. I think it has been in a state to allow for good offline racing for a while. There is inconsistency which is interesting to challenge unlike the mobile roadblocks in other titles.

The main issue I had was the sudden switch back to the racing line and this seems to have been dealt with in this and previous updates. It's great stuff, Reiza are really chipping away and more of the diamond is being exposed.

What can I say, well done guys, whatever the trolls winge about, I'm loving this journey and can see what you're doing. I have Le Mans now, so I'm happy. If I had a magic wand I'd say ... reduce the skid sound as default setting as it is exaggerating the sense of sliding for those who are new, I like the cockpit fixed (legacy, all movement off) but the world moves a bit too much which is tiring on the eyes in endurance racing, if you could make it less, that would be great.
 
reduce the skid sound as default setting as it is exaggerating the sense of sliding for those who are new
oxymoron :coffee:

Actually total opposite in rF2 if anything a new user wants more tyre noise so they can relate it to the feel because it has a direct realtime dynamic correlation to what is actually happening. :geek:

Not .... ( oh I will stop there before post gets deleted )

P.S. rF2 skidding you can hear varriance in the squealing vs realtime contact patch area.
AMS2 skid sounds static to me.
 
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D
Little trip down memory lane, has anything changed?
And reaction to criticism from the all time favorite Ian Bell. See the resemblance?
 
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.
All future DLCs will be included in the bundle immediately as they release, all the owners of Season Pass will be able to buy these DLCs with a 15% discount,for example the endurance pack pt2.
 
Premium
The tyre squel does seem to be exaggerated and audibly gives the impression the car is in a constant state of sliding. It bugged the hell out of me immediately so I lowered it a long time ago. In my estimation reducing it below 40 buries it deep enough that it correlates more with where the audio feedback is something I can use as a driving cue.

With the DLC bundles, one is everything, the other seems to looks at your install and just offers what's missing as a bundle with a 15 percent discount. Damn good system if that is how it functions. I cant see that it stops anyone only buying the individual items they want.
 

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