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.

Automobilista-2-Top-5-v.1.5.3-improvements-mclaren-mp4-7a-montreal-1991.jpg

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.

Automobilista-2-Top-5-v.1.5.3-improvements-f-hitech-gen-2-spa.jpg

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.

Automobilista-2-Top-5-v.1.5.3-improvements-f-hitech-gen-2-spa-v12.jpg

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.

Automobilista-2-Top-5-v.1.5.3-improvements-mclaren-mp4-8.jpg

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.

Automobilista-2-Top-5-v1.5.3-improvements-wet-line-1024x429.jpg


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

Unfortunately, Reza still hasn't managed to do it or they simply don't want to implement the replay view TV mode 2D in VR mode. As it currently is and always has been, it's a disaster. It makes you dizzy, it doesn't work at all. The competition (AC2, AC RSS, F12023) all work in VR with the 2D view in replay. Please change!!!!!!! I'm not the only one, thanks Klaus
 
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!
Ditto!
When I read AMS2 news of "Classic Montréal" I thought it was in-between lines with a '78 edition upcoming, taking into account classic Interlagos was added recently, with
me fully lit for a Depailler imitation:


But maybe it only takes a couple of coughs at Reiza forum before it's there.
 
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Staff
Premium
Would love that as well. That layout of Montreal is extremely rare these days - I do remember an rFactor version (as well as a GTR2 conversion) as part of the legendary 1979 F1 mod, but that's about it.

It would not fit terribly many F1 seasons already present in AMS2 (two, to be exact, those being 83 and 86, since Casino was tighter in 78), but I'd imagine it wouldn't be too far removed from the 88 layout to create. Although track creation and modification is a ton of work, that I am well aware of :D
 
I completely disagree about lack of communication. Renato, unlike most lead developers, actually participates in the forum when time permits. The last release had about for pages of text documenting all of the changes. Reiza gained a bunch of beta testers via its Paddock feature and those guys definitely talk as much as they are permitted. I see much more communication in their forum than most developers.
 
Hats off to Reiza for polishing these 1990's seasons. 80's and early 90's were the pinnacle of F1. Today's F1 is sterile and boring in comparison.

Manual, analog cars... legends like Prost, Senna, Lauda, Mansell... and the sounds... amazing.

Those guys had balls of steel.

9k8lNiF.jpg
 
Premium
Hello friends of fast driving.
I've had AMS2 for ages. So far I have always preferred AC.
Don't worry, this won't be a "this is better in..." post.
But I tried out AMS2 in VR in detail at the weekend. It's fun.
The AI is really good if you don't ignore it and respect it as a driver.
Then there are good, tough duels.
In addition, I don't need hundreds of hours to look for patches because a racetrack is not compatible with SOL. Start, put on your VR glasses and go.
Now all we need is LeMans in historical guise.
I also have to admit that I completely lost track of all the mods and their versions for AC.
Not to mention the millions of dashboards, filters, paint jobs and useless stuff.
Personally, I don't care whether the billboards from 2000 or 2023 are hanging there.
I'm racing, not taking a trip in the family station wagon to get ice cream.
 
For those unaware: Danielkart (many people's favourite FFB profile creator) released his latest set of files for the current update. He's always tweaking the files for getting the most out of each release. Recommended to give it a go, no matter what wheelbase you have: his set of files cover a wide range of torques.

 
to some of us what is being referred to as history was barely yesterday, just cos someone wasn't alive during it doesn't make it history. and with these new tracks that only have minor changes are getting too nerdy for me. Sadly Reiza seem to be taking content in the opposite direction I was hoping for.
 
As a kid in the 90's F1 from the 60's felt like history so this early 90's content is definitely historical content. Doesn't help make me feel young but the grey hairs remind me that I'm not anymore anyway :D
 
It's not just nostalgia. I'm too young to remember any of this but I've been watching the old races.

Just watch the Adelaide final race of the 1986 season. There was more action than last five F1 seasons put together. (sorry it gets blocked but watch on youtube).

1986 Benetton /BMW had 1450 hp in qualifying trim and Berger reported wheel spin on 345 km/h. I'm sure the new cars are even faster but those cars didn't have the technology. Very analog, very raw... absolute monsters.

 
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While 1.5 was a good step, for me the 1.5.3.2 physics changes were what took it over the threshold. I no longer feel annoyed by it, I'm just having fun. Can't get enough of AMS2 now and I've been waiting to say that for a long time. Feels like the end of an era and the beginning of a new and better one.
 
Premium
Not normally into F1 cars at all, but the new HiTechs are a great gateway for low skill people like me! Had a quick blast in them around Silverstone, and wow, so much fun. Will definitely add them to the huge list of AMS2 cars I have not had time to get the hang of.
 
Missed one out in driver aids, Launch Control. Its still a bit hit and miss on some cars but i've been speaking to the devs and they are well aware of that and are currently refining the system. I made a quick tutorial on how to use it and what cars it works well on/or not for new users and folks who have just got the update, hope its useful.
 
Would love that as well. That layout of Montreal is extremely rare these days - I do remember an rFactor version (as well as a GTR2 conversion) as part of the legendary 1979 F1 mod, but that's about it.

It would not fit terribly many F1 seasons already present in AMS2 (two, to be exact, those being 83 and 86, since Casino was tighter in 78), but I'd imagine it wouldn't be too far removed from the 88 layout to create. Although track creation and modification is a ton of work, that I am well aware of :D
I literally taught myself how to 3D design tracks in Blender so I could reproduce it.

I abandoned that project halfway, but man, I'd love for it to happen.

I decided to focus on other projects instead (other proposed F1 tracks in Montréal), but it's a rough learning curve, so I haven't made much headway.
 

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Multiplayer is utter gargbage same as in PC1/2. The game is beatuifull especially in VR. I enjoy ploying it single player / practice. Why dont they implement a usable Multiplayer for this game ?! I cant understand ... I see only P2P servers from Brasil or empty server with 1-2 players that are "Racing" all the time and I can "Spectate" ???? Seriously ? This should be fixed !
 
Multiplayer is utter gargbage same as in PC1/2. The game is beatuifull especially in VR. I enjoy ploying it single player / practice. Why dont they implement a usable Multiplayer for this game ?! I cant understand ... I see only P2P servers from Brasil or empty server with 1-2 players that are "Racing" all the time and I can "Spectate" ???? Seriously ? This should be fixed !
Well, they are getting log files from MP issues now, so that means they will look to MP in the near future. When the solutions will be released is hard to tell, but at least it's a start. And come on, saying it's unplayable is a little bit too much. Why don't you try RaceCraft.Online ? They have a nice MP system, although it could be more populated we have some nice races there.
 
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.
This is literally golden level of analysis, criticism and right amount of praise

we need more of that on this forum
 

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