Automobilista 2 v1.5.5.4: More Battle-Happy AI, Wet Tire Fixes

Automobilista-2-v1.5.5.4-Porsche-Daytona-1024x576.jpg
Just a week after the latest update, Automobilista 2 v1.5.5.4 has dropped. The new patch includes changes to AI behavior in battles for position, a fix for wet tire wear and more LED flag lights.

Image credit: Reiza Studios

Even after the big Le Mans update on New Year’s Eve, Reiza Studios are hard at work. Just a week after the previous version, Automobilista 2 has been updated to v1.5.5.4, featuring numerous tweaks and fixes. This includes a bug that saw wet tires wear out at an unreasonably quick rate – now, they should perform as expected.

Automobilista 2 v1.5.5.4: More Realistic AI Behavior​

The new update also continues Reiza’s quest to become the go-to singleplayer sim. Multiple AI parameters have been adjusted, meaning on-track battles with them should be much more realistic. While they will not make unreasonable moves and go off track as much anymore, they should also attack and defend in a more believable way. Do not expect them to jump out of the way anymore just because you are close!


Meanwhile, the recently-introduced LED flag panels are now in working order on all grade 1 tracks in the sim. They also support local yellows and are permanently green when there are no incidents to signal. The panels also work on oval tracks as of Automobilista 2 v1.5.5.4.

Automobilista 2 v1.5.5.4 Changelog​


GENERAL
  • Added flag panel support for local yellow flags (local & full course lights now supported by all Grade 1 tracks)
  • MP logs will now rotate and maintain a history of 5 files
  • Fixed a rare CTD case that occurs when returning to the garage
  • Fixed bug leading to designated driver helmet livery and outfit not working for low downforce & oval variants of player vehicle
  • Shared Memory: Fixed mLaunchStage incorrectly declared as unsigned

UI & HUD
  • Adjusted HUD engine wear colour change thresholds to better match damage model
  • Added Performance screen option to enable/disable full screen pause on focus loss. (-doNotPauseOnFocusLoss switch remains available)
  • IFixed ICM Cycle Button not being able to be double bound like other ICM controls
  • Fixed ICM auto-close timeout not accounting for ICM Cycle inputs

PHYSICS
  • Minor tire tread adjustments for GT5, G40 Cup, F-USA (All gens). Mini JCW, F-3, F-Trainer Advanced F-Retro Gen2, F-Classic Gen3 soft compound
  • Adjusted tire wear rate for GT3 (both gens), GT Open
  • Adjustes tire wear rate for all wet compounds (correcting excessive wear issue suffered by most)
  • Adjusted FFB for F-Reiza, F-Ultimate (both gens)
  • F-USA 2023: Added AMDM model.

AI
  • Extended corridors which define the limit places AI cars can go by 1/3 of its car width to reduce chances of AI drivers stepping into grass or high curbs to a minimal
  • Fixed car control not returning to player from AI teammate when returning to garage
  • Adjusted speed differential thresholds to trigger overtaking & defensive moves
  • Further adjustments to distances from car ahead in which AI overtaking routines kick in
  • Further adjustments to how far ahead AI will factor lapped cars by
  • Adjusted AI brake usage for LMDh, F3 (both models), F-Trainer (both models) GT3 (both gens), GT Open
  • Daytona RC: Reduced speed boost at the bus stop chicanes causing AI to often overshoot the corner in racing conditions
  • F-USA Gen3: Adjusted Ai drivers performance levels (inc. AMDM failure ratios) & increased performance levels to 3
  • Adjusted Mclaren MP4/6 AI start performance
  • Disabled AI start wheelspin mistakes for cars with traction controlAI calibration pass for GT5 & G40 Cup, F-3, F-Trainer Advanced, GT5

AUDIO
  • Fixed lack of external sounds for viewed vehicle when it is very far from camera
  • Formula USA Gen1-3: updated external sounds

TRACKS
  • Added interactive flag panels / lights to Azure, Brands Hatch, Cadwell Park, Fontana Gateway Imola, Indianapolis, Laguna Seca, Long Beach, Nurburgring, Oulton Park, Road America, Silverstone, Spielberg, VIR, Watkins Glen
  • Added local yellow support for interactive flag panels
  • On oval tracks flag panels will now remain static green for the whole race unless there is a full course yellow
  • Added dedicated Safety Car pitbox to Laguna Seca, Road America, Spielberg
  • Cadwell Park: Fixed 3d marshals LOD range
  • Laguna Seca: Fixed LOD range for 3d marshals

VEHICLES
  • Added leader lights to BMW M8 GTE
  • Nissan R390 GT1: Corrected high and low downforce 3D models being swapped around
  • Mini Cooper 1965: Added fully bespoke Copa Classic version conforminig to appropriate rules & using adequately modern driver outfits
  • F-V10 Gen 1: Adjusted front suspension animations to correct front wheels appearing to lift slightly at higher loads from external cameras
  • Corvette C8R GTE: Added cockpit windscreen banners
  • Mclaren 720S GT3 EVO: Fixed cockpit bonnet mesh; Adjusted internal cockpit net vibrations; Added new cockpit lights
  • Reynard 2Ki (SS/SW): Corrected angle of front winglets
  • F-USA Gen3: Added Gil de Ferran (Jules de Fierro) tribute livery

Reiza, as a Brazilian studio, also included a nice tribute to one of its home country’s famous racers. Gil de Ferran unexpectedly passed away on December 29, 2023. The 2003 Indianapolis 500 winner is honored in Automobilista 2 v1.5.5.4 via a tribute livery on one of the F-USA Gen 3 cars – resembling his title-winning car of the 2000 CART season.


What are your thoughts on Automobilista 2 v1.5.5.4? 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

maybe a useless reply, but after Ayrton's passing I watched De Ferran until he retired, his Havoline "5" and Penske. It was the first 'news' of 2024 which made me incredibly sad especially since nobody here (Netherlands) knew or cared for him. I'm Brazilian-American btw. anyway really appreciate the tribute and AMS rocks. even though people complain, it's a great sim and if the career drops it's a wrap. Appreciate the work and respect to the Brazilian drivers Reiza, since you're one of the few. Muito bem, obrigado Renato e Reiza, salute
 
For me AMS2 is more like rFactor2 than Assetto in terms of handling these days. With all of Assetto mods, you will find a car you fall in love with eventually but it's no more realistic or simlike than AMS2.

They're all games and I've never cared enough about any software to hate it or slam it. What's the point, who cares?

AMS1 had simpler calculations for physics but for me it's probably number one after RBR in terms of realism. I rate realism in terms of predictability of physics and how clearly they are translated to me through my wheel. AMS2 after recent improvements does that well, with custom FFB from the forums.

Disclaimer; this is my opinion only but I have 3 seasons racing a vintage DTM Mercedes which I built out of cushions and cardboard boxes on my sofa so...
 
For me AMS2 is more like rFactor2 than Assetto in terms of handling these days. With all of Assetto mods, you will find a car you fall in love with eventually but it's no more realistic or simlike than AMS2.

They're all games and I've never cared enough about any software to hate it or slam it. What's the point, who cares?

AMS1 had simpler calculations for physics but for me it's probably number one after RBR in terms of realism. I rate realism in terms of predictability of physics and how clearly they are translated to me through my wheel. AMS2 after recent improvements does that well, with custom FFB from the forums.

Disclaimer; this is my opinion only but I have 3 seasons racing a vintage DTM Mercedes which I built out of cushions and cardboard boxes on my sofa so...
Very reasonable take in my book. AMS2 delivers on the one thing I look for most these days, that's the seat of your pants, edge of the seat feeling of hustling a car around a track. rF2 checks that box in a nearly identical manner for me. It's all voodoo and black magic when it comes to trying to predict, quantify and then code how tires are going to react at the extreme limits...it's hard enough for engineers in real life racing to wrap their head around, on the sim racing side it's a pick your poison approach by devs and try to refine and run with it. All the loud claims of realism this and true-to-life that are hard to take too seriously considering the complexity of the topic and the fact that very few, if any folks making the claims have seat time in the real life versions of the cars in question. Professional racing drivers can't agree on which sim does it best because they are all flawed in one way or another.

If you make the correct assumption that all of the sims we love are fudged to a certain extent, then it should all boil down to which one(s) give you that "holy crap" experience of being a moment away from losing the car when pushing hot laps. Nobody is hopping out of their sim of choice and into the real version of the same car and pushing the limits on their first laps. We do not have that kind of fidelity or accuracy at our disposal in early 2024.
 
Premium
P.S. - AI at 110 and MAX aggression. Especially the AI always giving room to the player no matter what seems to have been improved, as well as the AI wanting to drive side-by-side a lot more and not give up.
I had a 20 lap GT3 @110 and Max aggression race and the AI never gave up. Best AI experience I've ever had.
 
Premium
After the last update, I have stuttering issues that makes the game unplayable, the same ones that occur if you go to your desktop while in game and come back and try to play.

Crossing my fingers that this issue will magically disappear after this update the same way it magically appeared after the last.
check your windows updates. The clowns at MickeySoft pushed an update last week that is conflicting with some graphics drivers.
 
I agree on the AI losing their ability to overtake and the pack racing on single seaters (haven't really driven a lot of tin tops to see if they have the same issues). However they still do mistakes, they just changed the half spin tank slappers on corner exit, to mistakes on corner entry. I have seen some pretty spectacular crashes from the AI losing it under braking, they look much more natural than before.

But I do agree that the AI has regressed in their overtaking ability, still I am hopeful they can improve it.
I please someone else has noticed Mazz, you can feel like a pariah when you have an objective criticism of AMS2. Re tin tops, not particularly my thing, but GM uploaded a vr video the other day and that was a race of GT3's racing round in pairs stuck to each others bumpers like the bad old days making little attempt to overtake and no sign of drafting, so there are definitely issues that have been introduced with the last updates.

I rather enjoyed the the wheelspins on corner exit as it kept me concentrating and not taking AI bots for granted - thankfully as you say there are still some AI mistakes but overall it feels much more on rails again. The desire to have them not run over grass or kerbs seems to have made they extremely reluctant to step out of the racing line.

In an ideal world they'd be different AI parameters for single seats and tin tops so they would retain some unique characteristics.

As you say, lets hope they keep on improving it, and hopefully find something a little more dynamic again, don't want to have to return to iracing again for my offline thrills.
 
I please someone else has noticed Mazz, you can feel like a pariah when you have an objective criticism of AMS2. Re tin tops, not particularly my thing, but GM uploaded a vr video the other day and that was a race of GT3's racing round in pairs stuck to each others bumpers like the bad old days making little attempt to overtake and no sign of drafting, so there are definitely issues that have been introduced with the last updates.

I rather enjoyed the the wheelspins on corner exit as it kept me concentrating and not taking AI bots for granted - thankfully as you say there are still some AI mistakes but overall it feels much more on rails again. The desire to have them not run over grass or kerbs seems to have made they extremely reluctant to step out of the racing line.

In an ideal world they'd be different AI parameters for single seats and tin tops so they would retain some unique characteristics.

As you say, lets hope they keep on improving it, and hopefully find something a little more dynamic again, don't want to have to return to iracing again for my offline thrills.
FYI, they just released another beta build with further refinements and calculations for AI in such scenarios where there has been a regression. The work has not stopped on the search for its improvements :)
 
FYI, they just released another beta build with further refinements and calculations for AI in such scenarios where there has been a regression. The work has not stopped on the search for its improvements :)
Excellent, that's lovely to hear, cheers :)
 
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I had a 20 lap GT3 @110 and Max aggression race and the AI never gave up. Best AI experience I've ever had.
At the same track, or?
+10 years ago when I mingled a bit with AIW lines in rF1 I discovered that just tiny AIW work could do a world of difference. Hence, my thought is that this goes as well for Reiza as per track AIW work. Ofc in general overall AI behaviour able to block you is still primarily an AI emulation thing, but even for some sections at my home built fantasy rF1 tracks I experienced aggressive and "live" AI's.
 
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