High Tech Highlights: Our Top 5 Automobilista 2 v1.5.3 Improvements

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The latest update presented another big step forward, especially for singleplayer sim racers – here are our Top 5 Automobilista 2 v1.5.3 improvements.

Back in July, Automobilista 2 made great progress with the release of its v1.5 update. Conflicting sets of data had caused issues with the tire model, which Reiza Studios managed to fix for the most part. Now, with update 1.5.3, this was developed even further – but that is far from all.

In fact, Reiza has been hard at work regarding multiple facets of the sim. This time, improvements focused on the singleplayer quality of life, groundbreaking content and a bunch of smaller fixes. All of this led to a much more consistent experience across the various tracks and cars. Here are our Top 5 Automobilista 2 v1.5.3 improvements.


1 – Physics​

The biggest step forward in v1.5 were undoubtedly the physics. While v1.5.3 did not advance things by as big a margin, improvements to the tire tread behavior further refined the physics. Of course, this is always subjective, but most cars behave much more like they should as a result.

While some cars still handle better than others, the overall experience in AMS2 has become much more consistent. Gone are the hit-or-miss days that sim racers already experienced in Project CARS 2 that runs on the same engine. AMS2‘s version of the ever-popular GT3 class will likely not fully satisfy the hardcore fans of that category that races them in other sims, but in other classes, the sim really shines. Enthusiasts of historic open-wheelers should be in heaven in Automobilista 2, which neatly leads us to our next entry.

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The McLaren MP4/8 is just one of many new content pieces in Automobilista 2 v1.5.3.

2 – New Content​

Entirely out of left field, Reiza showed brand-new cars in their latest dev update. Representing the 1992 and 1993 Formula One seasons, two Formula HiTech generations include the McLaren MP4/7A and MP4/8. This not only makes AMS2 the sim for fans of F1 in the 1990s, but also actually introduce a feature that has never been in first-party content in sim racing before.

The early 90s were full of technological advancements, and 1993 is generally regarded as the peak of high-tech F1 cars. Active suspension played a big part in that – and it has been modeled for the new cars. While only a few of the 1992 vehicles sport the system, the 1993 grid is fully equipped with it – and other gizmos. Traction Control, ABS, Launch Control and automatic gearboxes are all on board. More on that later in our Top 5 Automobilista 2 v.1.5.3 improvements list.

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The 1992 McLaren MP4/7A was no match to the Williams FW14B, but it is a great new car to drive in AMS2 nonetheless.

New Tracks​

Meanwhile, the Historical Track Pack Pt 2 DLC presents even more opportunities to accurately recreate races of the past. Interlagos’ layout may not have changed significantly since the early 1990s, but having the 1991 and 1993 versions – the only occasions when the legendary Ayrton Senna won his home Grand Prix – available adds enormous amounts of immersion.

Alongside them comes Montreal 1991. It may not seem like there is a difference to the 1988 version already present in Automobilista 2, but flatter kerbs in some spots as well as a tighter final chicane introduced for the 1991 Canadian Grand Prix make for an experience that is different enough over a lap.

Similarly, the original layout of Barcelona-Catalunya in its 1991 guise is mostly the same as today’s after the removal of the chicane in the final sector. However, Campsa and the following Nissan chicane were much faster back then, so having this configuration available is a nice addition for setting up historic races.

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The 1991 version of Montreal, including the tighter final chicane, is now also present in AMS2.

3 – Active Suspension & Authentic Driver Aids​

Combined with the different engine configurations of early 1990s F1, the addition of active suspension and other electronic driver aids makes for grids with different strengths and weaknesses. Plus a great soundtrack, of course, as Reiza has also reworked some of the external sound samples to be more lifelike.

Active suspension tries to keep the car at the same ride height throughout a lap to stabilize the aerodynamics as much as possible. Back in the day, this was programmed individually for every circuit. Automobilista 2 makes it possible to adjust it via two settings, either in the setup screen or even while driving in the In-Car Menu.


This results in a much smoother ride and also opens the door for the predecessor of DRS. By lowering the rear of the car, the rear wing produces less downforce and drag – perfect for speed boosts on the straights. It does not disengage automatically, though, so drivers have to be aware of this.

Meanwhile, the concepts of ABS and Traction Control are likely known by all sim racers by now. However, Launch Control is a bit different. Basically, it takes care of the race start automatically. All the driver does is hold down a button and the throttle. Once the light turns green, the let go of the button and the Launch Control makes for a clean start, even taking over upshifts until the first time the brakes are engaged.

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Active suspension and other electronic gizmos reign supreme in the second-generation Formula HiTech cars.

How To Use Auto Shifts​

Since the auto gearboxes seem to be confusing to some, here is how they work. By default, automatic upshifts are enabled. You can change this either in the In-Car Menu, or in the setup screen. Should you prefer to change gears yourself, you can switch the system off entirely. The other options only engage downshifts automatically, or both up- and downshifts.

This is very much in line with how the real cars raced. The automatic upshifts have the theoretical advantage of always engaging at the ideal RPM. Short-shifting is still possible, though, as the driver can override the system and engage shifts themselves. This is also possible for downshifts or with the full-auto gearbox enabled.

The system has also been added to the Formula V10 Gen 2 cars, as they are representing the 2001 F1 season. Initially, driver aids were banned from 1994 until 2001, but from the Spanish Grand Prix onwards, Traction Control, Launch Control and automatic upshifts were allowed again.

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Automatic gearboxes were once legal in Formula One – and AMS2 simulates those days now.

4 – AI​

As already mentioned, update v1.5.3 focuses on singleplayer improvements. A big part of this is the AI. While the computer-controlled opposition had been serviceable for good racing in some combinations before, others did not work as well. Crucially, the AI difficulty settings led to wildly varying results, meaning players had to readjust it frequently.

Over the past months, Reiza has worked on remedying this to polish the offline experience. And they certainly succeeded. For example, full-length Grands Prix are now perfectly possible. Before, the AI would sometimes not pit despite their tires being worn, so they would just keep going at an incredibly slow pace. Now, they do use pit strategies that acutally make sense.

Additionally, they race much better. Of course, they are still not perfect, and are somehow very slow in the corners of the newly-released 1991 version of Barcelona. But if you treat them with respect and a bit of caution, they actually make for a very fun and engaging offline experience now. An obvious area for improvement are blue flags, however. The AI does not seem to know what they are and do not get out of the way when getting lapped.

Combined with the numerous skin packs and AI files available on RaceDepartment, the AI can even show driver-specific behavior. Alain Prost’s AI counterpart will likely take less risks than Ayrton Senna’s or Juan Pablo Montoya’s. Remember to set AI Aggression to High for this to really shine through. The Max setting will make every AI driver equally aggressive.

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Racing the AI got a whole lot more fun in Automobilista 2 v1.5.3.

5 – Wet Weather Racing​

Finally, to round out our list of the Top 5 Automobilista 2 v1.5.3 improvements, the spotlight is on the weather. The LiveTrack component of the Madness Engine is very potent when it comes to simulating racing in the rain – but that has not fully shone through until v1.5.3. Now, AMS2 very much changes that.

Racing sims still struggle to properly implement a wet line. In short, racers do not really need to avoid the previously rubbered-in racing line once it starts raining in most cases. In real life, this would be a terrible idea, as it would become very slippery.

AMS2 already had a fundamental mechanic for this in place with v1.5, but it only became really noticeable in the latest update. While not perfect, there is a noticeable loss of grip on the racing line, usually resulting in understeer. There were a few hairy situations in a test race at Catalunya 1991 we encountered because of this.

Additionally, the AI finally behaves better in the rain. As they do run on a different physics engine to save on CPU resources, they previously could keep on racing almost as if it were dry. Now, they behave more believable in the wet and tend to avoid the dry racing line. Overall, they still seem to have more grip under acceleration compared to the player, though. Still, it is in a much better place than before.

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What’s Next?​

With the offline singleplayer in a good spot, the multiplayer aspects of AMS2 are going to need some love soon as well. Reiza has stated before that they want to address the online part of the sim, and their implementation of multiplayer logging to identify problems strongly hints towards improvements to come at some point.

And it is much needed. As Reiza admitted in the past, AMS2 online is not up to its best yet. Players keep reporting issues, and some functions are not there at all – which Reiza will likely change eventually.

What are your impressions of Automobilista 2’s v1.5.3 update? Are you excited for a sim that actually aims to provide a great singleplayer experience as well? 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

Reiza did a good job in this update in all fronts, there is no denying.

I would like though to just mention a little caveat that seems forgotten about the "hitech" F1s.

Both Williams and Mclaren at least, their systems did a lot more than just give a "cushy" ride, and some "DRS". The most important aspect was keep the ride height perfectly constant no matter what the car was up to. I believe that one is simulated.
The second not implemented for sure, is how the car was programmed to actually change its rake, roll stiffness and ride height DYNAMICALLY around the track! Meaning, the car would know where it was around a lap, and would change the chassis settings of the suspension ON THE FLY depending if it was in a straight, a braking zone, a slow corner, a fast corner, etc.

So there was a lot more to these active suspension systems than what is being said in all these articles and videos about the AMS2 update.
 
Reiza did a good job in this update in all fronts, there is no denying.

I would like though to just mention a little caveat that seems forgotten about the "hitech" F1s.

Both Williams and Mclaren at least, their systems did a lot more than just give a "cushy" ride, and some "DRS". The most important aspect was keep the ride height perfectly constant no matter what the car was up to. I believe that one is simulated.
The second not implemented for sure, is how the car was programmed to actually change its rake, roll stiffness and ride height DYNAMICALLY around the track! Meaning, the car would know where it was around a lap, and would change the chassis settings of the suspension ON THE FLY depending if it was in a straight, a braking zone, a slow corner, a fast corner, etc.

So there was a lot more to these active suspension systems than what is being said in all these articles and videos about the AMS2 update.
It is also true that not all teams had the same advancement in active suspensions you are mentioning.
In AMS2 the way I know about the system it is trying to keep the ride height constant within the constraints of the settings you choose in the garage, it's not just a cushy ride to my knowledge
Nonetheless hats off to Reiza for tackling such subject and the quality of the rendering. I don't recall another sim truly having active suspensions properly done.
Hopefully similar quality will reflect in the hybrid system for the LMDH cars when they are released for Le Mans. :p
 
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I still can play the new content and have not paid for it. I thought it was only free during the weekend.

The new car models in Hi Tech really offer great opportunities for the skinners!
 
It's a really solid update and I hope they will fix more stuff in single-player, some racing lines are still not fully polished. Inshallah they fix unresponsive suspension ffb one day as well, because otherwise it's pretty solid.
There is something ironic how people keep saying that AMS2 is simulator-ish while the devs give ridiculous amount of details about modelling in each update. The way the communicate could be much, much better, and it's been years now since the game is out..but they really have built a solid foundation.
 
Something easily overlooked by players is the dirt / sand buildup on track in AMS2, how and where it appears and how it affects grip. It's a pretty amazing feature that I expect will improve more in time but, the addition of offline dust will add more immersion and serve as an early indicator of such track debris and its effects.

Such features led me to experience having to thread the needle to stay on the optimal racing-line lap after lap, around a curve where AI had been corner-cutting enough to carry dirt onto the track surface. Tension increased as the race went on and more of my attention was focused on navigating such places where I could see debris increasing and grip being reduced. This can contribute to some very intense racing experiences, indeed. :geek:
 
Staff
Premium
+1 on that! Tried a full-length race at Spa in the F-HiTech Gen 2 to check out the AI over the course of such a distance. By the end of the race, you really had to stay on the racing line at Blanchimont and on the run up to it, otherwise you immediately lost grip or got pulled off the line by the marbles. Cool to see those details!
 
Premium
It's a really solid update and I hope they will fix more stuff in single-player, some racing lines are still not fully polished. Inshallah they fix unresponsive suspension ffb one day as well, because otherwise it's pretty solid.
There is something ironic how people keep saying that AMS2 is simulator-ish while the devs give ridiculous amount of details about modelling in each update. The way the communicate could be much, much better, and it's been years now since the game is out..but they really have built a solid foundation.
I think their communication is ok actually, compare the patch notes and dev updates to Turn 10 and Forza...but it could be more frequent and you need to know where to look.
 
I think their communication is ok actually, compare the patch notes and dev updates to Turn 10 and Forza...but it could be more frequent and you need to know where to look.
This is what I mean: frequency and where and how it's done. They have a lot to say but they say it like they're developing a semi-secret mod. It's completely pointless to do an info dump like the past two times, while being silent for months. AMS2 is a game that's worth making people talk about, but this has to be a constant thing, not just once in a while. You can see this reflected in their active player count. I want this game to have audience so it can continue improving and adding stuff, but it needs audience for that. And I also really hope they will release on consoles.
 
Premium
This is what I mean: frequency and where and how it's done. They have a lot to say but they say it like they're developing a semi-secret mod. It's completely pointless to do an info dump like the past two times, while being silent for months. AMS2 is a game that's worth making people talk about, but this has to be a constant thing, not just once in a while. You can see this reflected in their active player count. I want this game to have audience so it can continue improving and adding stuff, but it needs audience for that. And I also really hope they will release on consoles.
yeah you have a point, they don't do much self promotion. Active player count has shot up though, was hitting nearly 1700 peak a couple of days ago...so fingers crossed it gains some traction.
 
Life is unfair. Moments after I watched GPLaps' first demonstration of by then closed 1.5.3 beta a week ago I was soo ready on the update button for the official update. Now it's there, but only had time through very short pit out/pit in and not even in my normal rig, and now fully booked for next month or so with zero proper sim time :(
Must give myself a new year present to stress test new improved features and content...
 
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Premium
Less covered series and time periods have always been a selling point for AMS but it's definitely not a good omen that its strong points lie in the classes we have no benchmark for, while it feels lacking if there is.

Also, active suspension is good but it's one strange season in history some 30 years ago... very specific. Fundamentals are much more important to me.

On the other hand, I'm not sure what other games have significantly better GT3 experience for hardcore sim racers - AMS2 as a whole drives somewhat different but braking for example feels much more realistic than ACC. Individual car characteristics may be more true to life in ACC but I don't think its physics are better in general.
 
D
Who is "us" in "our"?
 
braking for example feels much more realistic than ACC.

This is the only thing physics wise that weird me out in ACC.

I get to the brakes and on hard braking points like in monza's first chicane always makes me feel that I have chosen the right brake reference and line, starting to brake with a deceleration totally expected but as I approach the corner I feel that I need to start doing threshold braking and ease up a bit the brake pedal, but if I obey my instinct I slightly overshoot the corner by 0.5 to 1.5m.

The fix for me is to brake harder ignoring my instinct telling me to ease up brakes, letting the ABS do most of the work until quite a lot later than my instinct tell me, and then I do threshold braking transitioning to the cornering phase.

I have done hotlapping competitively since 1998 until about 10 years ago, lapping on some simulators at the time within 3 tenths of some popular track-car combo world records. So the braking technique from my part shouldn't be very wrong.

I have also saw a youtube video from Daniel Morad that drives a Mercedes GT3 in real life sharing similar thoughts about the braking. He also said that he avoided playing this game for extended periods of time because of the difference between the braking in ACC and real life.

I don't know what causes this, and it isn't something massive. AC still felt more o less OK and I suppose that ACC should be using almost exactly the same code, but braking on heavy braking zones has always felt weird to me.

I got used to it and I drive around it, it isn't such a great deal at the end of the day, and the rest of the physics engine feels awesome. But to me still feels like a flaw.
 
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Premium
Who is "us" in "our"?
I believe it looks like they are talking on behalf of others as these articles start their lives on the overtake GG website, where it looks like they get no replies or engagement.

 
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D
I believe it looks like they are talking on behalf of others as these articles start their lives on the overtake GG website, where it looks like they get no replies or engagement.

So it's us vs them. :roflmao:
 
Premium
physics feel better, but for some reason this update did a huge fps hit on my pc... i have also ran 60fps 1080p at ultra, but this update stutters....
 
Seeing all these reviews and YouTubers talking about the AI being the best in simracing now, I decided to give them a try in 3 races.

The only improvements I saw was that the AI acted more natural amongst one another and didn't cut corners.

I am not fast at all, a midpacker at best in the Rd clubs and find the AI pretty boring. To the point I feel like I have a magical force field around my car that makes the sea part and AI coward lol

(Not a big F1 or Indy fan)

AI 115
Max aggression

Race 1 multi class at Barcelona 10 laps mixed weather starting dry.
DPI/GTE/GT4....I was in a GT4

Started last out of 30...was first in my class by the 2nd lap, it started raining on the 4th lap and was actually able to pass several GTE cars cause they couldn't figure out how to get by the GT4's untill they got to a straight, DPI's did better but still had a bit of hesitation before making the pass.
I was .500 faster than 2nd in my class during the dry stint and 3.5 secs faster in the wet

Race 2 Porsche Cup at Kaylami which had a couple hiccups...I had several good side by side battles just to have the AI seem to get confused mid turn and pull out and hit the brakes when on the outside.
Saw a few brake checks in places that didn't require any braking.

Race Copa Classics I believe? At Cordoba
Running the Chevette starting 31st I was in 3rd place before the 3rd lap...this race I felt like a racing god
The AI was so easy to manipulate it became comical. Going down the long straight chasing a pack going 3 wide, I would draft up behind 2 of them and watch them magically spread apart and allow me to drive through without any contact.
Again I saw a few brake lights light up going down the straight?
I could pass on the inside or outside of a turn and watch the AI give up 9/10 times.
The AI dont't hold their lines well and once you get close to them be it inside or outside, they usually do a weird lateral jig and give you the position.

2 cars ran away from everyone with a 5 sec gap, I managed to catch them on lap 9 and passed them pretty easy with a few turns left and watched them fade away into my mirrors
The gap from 3rd to 4 was 10 secs and 15secs 4-30th.
My fastest lap was 1.5secs faster than the ai

The only time I ever had pressure from behind was when I was slowed up by a group infront going through a corner.

So I have several questions regarding AI.
We're all the AI classes updated?
Are people running custom AI files?
Is Reiza still planning to make AI rosters customizable in-game at some point?

As I have said before, I am a mid packer at best, are guys my pace and faster not finding the AI difficulty pretty easy?
A couple more clicks and I'll be maxed out.
For comparison in iRacing I believe I was running at 60% strength and I am fighting to make it into the top 10, they hold their lines, attack, defend and faster classes are far more fluid when passing along with fully customizable in-game AI rosters

Overall the AI has improved greatly since the release.
They drive more natural now and are fantastic at avoiding with their magical lateral movement capabilities lol

Physics wise, the cars I have tested have improved and feel less slidy and have a better connection to the track.
Default + on my thrustmaster tx was giving me a weird constant buzz vibration and made the cars feel terrible, default and default custom felt really good.

Overall a good update.
 
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I get that they pushed the 1991 version of Montréal to fill out the hi-tech calendar, but I still wish for a 1978 or 79-86 version, with the pit lane after the hairpin and different topography along the current main straight.

Hell, it's not even present in Assetto Corsa!
 

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