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

Kevin Troschinski
Premium
I still have a simpe wish, already posted at Reiza Forum´s already :

As there is ton´s of content for singleplayer´s and we have no "career" mode yet - why not just add some more custom championship slots ?!

For now there are only 5 championships create-able and only 4 drive-able at once.
Thats way too few. I wish i could use more content at once.

Indeed there are also prepared reiza-championships available. But you can´t change there anything and there is definetly lacking a Save middle in race option, to comfortably use them.

So it´s a small wish with a big impact.
 
I'm very happy with the update. The adjustments on the tire model led to more fun, better driving dynamics and it's more intuitive to control. Just the problem where to start racing. All these different formula stuff alone is so worthy to drive, I could be engaged in it for months.
 
That post by Renato on the Reiza forums that is quoted above holds a lot of wisdom, and a fair few people would benefit from reading it daily, every day, at breakfast, and trying to hold that understanding until they went to sleep that night.

That aside, great work with the refinements, and the new packaging for the DLC.
 
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LMDh cars got a nice improvement while at the same time the setups developed at the previous version still work, thankfully. Many of the complaints I had on them were fixed at this update. Group C cars are now a bit of a handful, and now require more setup work to get them on the right window, but they are so enthralling to drive! Had a blast racing them last night at old Estoril.

One car that has gotten rave reviews from what I've read, is the Formula V12 (totally-not-a-Ferrari-412T2). Will give it a go next time I hop on my rig :)
 
Renato should stop reacting to the same neverending comments because unfortunately his communication has been getting quiet confusing and may become counterproductive : "we are right but not perfectly right but better than the other sims but we will keep updating our game to get closer to them".

A better way to state that would be explaining exactly where the reality (his view on the reality) is between AMS2 and ACC. Is it halfway? 20% closer to AMS2? Or 20% closer to ACC? With that information in mind, at least we would know where the game is heading to. For sure, it is easier to suggest that to do that excercise but it would help to decrease the level of neverending critics about the driving, at least for some time.

I fully agree on the "driving on rails" feeling we have been used to in most sims since their beginning, which have prevented them to feel 100% natural, which imo is felt immediatly when you just launch the game for the first time and feel in control of a car with 4 wheels making contact to the ground. Only a few ones managed to get that natural feeling : the old LFS (not a fanboy at all, I've only played the demo many years ago), RBR.

I think that modern rally titles, although far from the sim accuracy of their circuit racing counterparts, provides a more natural feeling (although not on the RBR level) just because of the fact they try to be believable before being perfectly accurate. And I think that's what Reiza is trying to achieve with AMS2, implementing this believable aspect while refining the sim aspect to get a perfect combination. Which makes it different and disturbs our habits. The rallycross part of AMS2 feels absolutely natural imo.

We should remember that all titles with so many categories will always be more realistic on some cars and less on others.

I watched an interesting video about how unrealistic Iracing's GT3 cars feel for a real GT3 driver and he has to learn a driving technique he think is not usable IRL. But fact is that the coach shows him videos were he used it IRL. And on the other side, the GT3 driver shows the coach a video of him in a Nascar race using a lot of countersteering which the coach thought was unrealistic. Both are much more competent simracing drivers than 95% of us, drive IRL and still have opinions on driving techniques and tires behaviour. Considering this discussion between 2 professional people, imagine the discussions between all simracers and developpers about a bunch of cars. What would be required is a competent real driver, also competent in simracing, for each category or car. That's big money and more developments (so even bigger money).


Anyway, good news such a fast update, few weeks after the Le Mans content. Reiza's rythm and quality of updates just show a high level of profesionnalism and the team doesn't disappoint.
 
K
Premium
dont think ill bother trying this game ever agin. it just doesnt feel close to realistic driving feel after driving LFS, RF2, AC and iracing. and now AC2 is coming, so what is the point of AMS2 at all now?? I have been enjoying driving LFS more than Automobilista 2 lately, i even paid for the whole content of the game, it is 20 years older than AMS2 and twenty times more real to drive, and in VR it feels the most real of all the current sims.
 
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dont think ill bother trying this game ever agin. it just doesnt feel close to realistic driving feel after driving LFS, RF2, AC and iracing. and now AC2 is coming, so what is the point of AMS2 at all now?? I have been enjoying driving LFS more than Automobilista 2 lately, i even paid for the whole content of the game, it is 20 years older than AMS2 and twenty times more real to drive, and in VR it feels the most real of all the current sims.
You already said that in quite a few other AMS2 news posts on this website. Why do you feel an urgency to repeat that constantly? Just play whatever you like if there's no point for you. But it's just your opinion, everyone has their opinion and I completely disagree with you, I enjoy AMS2 more than RF2/RF2/AC and iRacing combined and to me AMS2 feels the most real and alive of all current sims.
 
F_B
Premium
dont think ill bother trying this game ever agin. it just doesnt feel close to realistic driving feel after driving LFS, RF2, AC and iracing. and now AC2 is coming, so what is the point of AMS2 at all now?? I have been enjoying driving LFS more than Automobilista 2 lately, i even paid for the whole content of the game, it is 20 years older than AMS2 and twenty times more real to drive, and in VR it feels the most real of all the current sims.
Dude, we know you dislike AMS2 so why do you keep on spamming every AMS2 topic with your useless trash?
 
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dont think ill bother trying this game ever agin. it just doesnt feel close to realistic driving feel after driving LFS, RF2, AC and iracing. and now AC2 is coming, so what is the point of AMS2 at all now?? I have been enjoying driving LFS more than Automobilista 2 lately, i even paid for the whole content of the game, it is 20 years older than AMS2 and twenty times more real to drive, and in VR it feels the most real of all the current sims.
I often see that people's sim preferences are made due to a title being realistic, or instead being fun. AMS2 while seemingly striving to be the former (in my opinion) has it's greatest strengths in the latter. As for VR, as long as it's implemented realistically then I literally don't see how one game can feel more realistic than another - VR itself isn't a stylistic matter.
 
Considering it had become the MOST forgiving title this is well overdue...

Hopefully it'll make it fun to hotlap in again... Hasn't been at all for a good 6 months now...

Still waiting on some proper bug fixes to regulation sim things like set ups, pit stops and green lights... But hey it's least it's something...

And I completely agree with this...

Renato should stop reacting to the same neverending comments because unfortunately his communication has been getting quiet confusing and may become counterproductive.

It's hard to tell what he's selling anymore... If the last tyres were "nearly perfect" despite many sim racers stating the opposite... Then why was this "Less-forgiving" update required?

Should of waited for this to release the LMDh cars are they suffered from a new superman saving yourself from crashes issue... Being able to turn in whilst the front brakes were locked... That would of been the polished choice as was supposed to be the case for releases going forwards...

There's a good case for me needing a proof reader before hitting the "post" button... But Renato has me outdone lately...
 
I think it is getting old by now to be talking about tires sharpness/forgiveness by reffering to slip curves, at least when simulations are built on physical models. There should be way more in it than just targeting some slip curve that would change anyway with certain conditions. For example, speed of a slide.

Now, only having info that slip curve peak is being changed it is hard to understand why. Is it because change of how static vs sliding friction is ? Is it shape of contact patch ? Is it because aerodynamic influences ? Are there changes of sensitivities of sliding velocities ? Are there changes of how heat gets generted or how tire reacts to heat changes. Are there some changes of tire stiffness and how it deforms during slides and how it returns back. Is it something in about the rubber shreding off that also influences how tire behaves ? Maybe something else ?

Of course all of factors combines to a simple description of some single condition that results in one slip curve that doesn't really reveal enough dynamics. It is more useful to look at the factors that shapes up that curve, then it would be much more clear what is being talked about, what has changed. This is main benefit of physical tire models, isn't it ?
 
Great, that Reiza, is again and again, working at improving this title. I enjoy the communication from Renato, it gives insight on what and why, directly from the horse mouth.
so what is the point of AMS2 at all now??
As no title can claim to offer it all, or to be so close to be real that any one who ever drove a car, will say, yes, that's it! The point of AMS2 is to offer us an alternative, like any other title. You might want to play only one title, all the title, only a few selection, a large selection. It all depend on your criterium. For many, AMS2 offers a great alternative.
We should all be thankful to Reiza, to share their vision, even if that vision is not our preferred interpretation of a driving simulation.
 
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dont think ill bother trying this game ever agin. it just doesnt feel close to realistic driving feel after driving LFS, RF2, AC and iracing. and now AC2 is coming, so what is the point of AMS2 at all now?? I have been enjoying driving LFS more than Automobilista 2 lately, i even paid for the whole content of the game, it is 20 years older than AMS2 and twenty times more real to drive, and in VR it feels the most real of all the current sims.
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".
 
You already said that in quite a few other AMS2 news posts on this website. Why do you feel an urgency to repeat that constantly?
Dude, we know you dislike AMS2 so why do you keep on spamming every AMS2 topic with your useless trash?
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".
Guys, there's only one possible explanation : the Pavlov experiment!
 
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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.

Maybe it's because weight transfer or just overall car weight does not seem to be implemented properly, you can prove this just by tapping another car and watch it lift into the 5 feet into air!

I love almost everything about AMS2 but they need to take a serious look at the braking/weight transfer model. It's as if they haven't driven a road car let alone a race car.

I'm not alone in noticing this there are plenty of videos from good yotubers and real life drivers that point this issue of the weird braking out. Reiza must surely have noticed these complaints? I think its this braking/weight issue that makes people have the feeling of 'AMS2 handling is simcade'
 
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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.

Maybe it's because weight transfer or just overall car weight does not seem to be implemented properly, you can prove this just by tapping another car and watch it lift into the 5 feet into air!

I love everything about AMS2 but they need to take a serious look at the braking/weight transfer model. It's as if the haven't driven a road car let alone a race car.
THIS 100%
 

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